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May 27th, 2006, 19:39 Posted By: wraggster
Via Joystiq
Ensemble Studios is now accepting email registrations for their Age of Empires III tournament, Warrior's Path. You have until June 12 to sign up for the online competition, which takes place during the weekend of June 17-18. The top four combatants will be invited to Ensemble's Dallas digs for two weeks to live out their Grandma's Boy fantasy of testing video games and providing feedback to a development team. Oh, and if you live within 100 miles of Dallas, parent company Microsoft "reserves the right to provide alternate means of travel to and from destination" (read: bus). Good luck!
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May 27th, 2006, 19:19 Posted By: wraggster
Midway Games' real-time strategy title about societies long gone is almost here. The company today announced that Rise & Fall: Civilizations at War, set in ancient Rome and Egypt, among other places, has finished development and gone gold.
The game, which will be released June 12, mixes up the RTS genre's typical setup. It allows players--normally resigned to directing troops and units from afar--to assume the roles of legendary figures from history and fight alongside their foot soldiers, archers, cavalry, and other ground forces.
The game pulls eight leaders of four historic empires--the Egyptians, Romans, Greeks, and Persians--from the history books, including Alexander the Great, Cleopatra, Julius Caesar, Ramses, Nebuchadnezzar, and Achilles. Players can also choose to commandeer four other, smaller civilizations, then control their hero characters from an action-game third-person perspective, another deviation from most real-time strategy titles. The game also supports up to eight players at once in multiplayer modes.
Originally set to release late last year, Civilizations at War was thrust into the spotlight last November when its developer, Stainless Steel Studios, unexpectedly shut down. Midway promised the game would remain on course, and had its San Diego development studio pick up where Stainless Steel left off.
Gamers who preorder Civilizations at War from certain retailers will receive a 48-page mini-strategy guide. A Midway spokesman told GameSpot the specific retailers offering the guide include EB Games, EB Games Canada, GameStop, Best Buy, Target, Fry's Electronics, and Comp USA.
Rise & Fall: Civilizations at War is rated T for Teen and will retail for $49.99.
Via Gamespot
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May 27th, 2006, 19:14 Posted By: wraggster
Like MMOG's? Concerned about their future? You should read Darniaq's article questioning the general approach to these games. From the article: 'I expect invention from Blizzard as I much as I would from the local Top 40 radio station. I'd hate to think that the entire breadth of MMOs is measured by the playing of a few of the hot selling titles. It's great what WoW has done for the genre, but man I hope people don't give up on the genre just because they hit 60 and realized they didn't want to spend 3 hours a night in Molten Core.
Via Slashdot
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May 24th, 2006, 02:35 Posted By: wraggster
Ubisoft has released new screenshots of its forthcoming real-time strategy game Faces of War, which will be released for PC on 25 August.
Set in WWII, Faces of War has you leading a squad of six soldiers through several of the most decisive battles of the conflict including D-Day and the storming of Berlin. During the game, you be able to experience both sides of the conflict as you control Allied, Soviet and German troops.
From the new images below and on the images tab above, you can see the fantastic fully 3D environments that have been developed to create an authentic feel, while the action will test your strategic planning and ability to make important decisions quickly.
Faces of War also has a multiplayer mode that will support up to 16 players online.
Screen via comments
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May 17th, 2006, 12:32 Posted By: wraggster
Via CVG
LucasArts and Star Wars: Empire at War developer Petroglyph have released a map editor for the real-time strategy title.
It means that fans of the game with a creative streak can now design custom Empire at War battlegrounds and unique units. Elaborating on map editor features, the powers that be have stated that it "enables players to create both ground- and space-based skirmish maps from scratch, and also allows them to modify any of the existing game maps. All of the terrain, space features, buildings, vehicles and characters from Star Wars: Empire at War are available in the Map Editor for players to develop custom maps."
In addition, the download includes a bonus plug-in for 3D Studio Max that allows players to design their own unit models and import them for use on the maps."
Note that the latest patch for Empire at War, 1.04, is required to use custom maps created with the map editor. The update also addresses a handful of issues, includes a number of balance changes and additionally "adds support for auto-downloading of maps. Players who need to download a custom map to play a particular multiplayer game will do so automatically when joining that game."
The 1.04 patch is available from LucasArts' website and apparently "enables the optional Map Editor download" - the map editor can be downloaded on its own from the usual download websites too.
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May 17th, 2006, 12:29 Posted By: wraggster
Via CVG
First Tiberium Wars trailer shows off the game's battle-ready units and rockin' rock music
We spied this Command & Conquer 3 trailer in EA's secret E3 bunker last week, but now it's finally online for everyone to enjoy. RTS fans, set your pants to soiled.
There's not much in the way of actual gameplay footage, but if you're the sort of C&C fan who goes all woozy at the thought of a speeding Mammoth Tank, then this CGI trailer is bound to tickle your RTS fancy. Flying Orcas, skidding humvees - it's all enough to have us sit down and catch our breath
Command & Conquer 3: Tiberium Wars is due in 2007. We've got the Pampers ready.
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May 17th, 2006, 00:12 Posted By: wraggster
Interview Via Gamespot
One of the biggest pieces of news to cross the wires last week in Los Angeles was the deal brokered by Blizzard Entertainment to bring a live-action feature film based on the Warcraft universe to the big screen.
In an interview with GameSpot News, Blizzard COO Paul Sams outlined the deal with Legendary Pictures, a Warner Bros. affiliate, which will produce the film.
With the Legendary team on board--a team Sams reads as really "getting it"--inking the contract with the boutique production company might be looked back on as the easy part. It's the box-office battle and possible critical lambasting that looms on the horizon--the history of game-to-film successes isn't exactly on World of Warcraft's side.
However, Sams appears intent on changing that.
We spoke with Paul Sams in a Vivendi Games meeting room just off the South Hall show floor.
GameSpot: Let's talk about the big news this week, the movie. How do make sure the Warcraft movie--well, plain and simple--doesn't suck?
Paul Sams: We're not trying to take what we've done and to try to make a literal translation to the big screen. What we want to do is to make a great movie that happens to be set in a video game universe. That's a differentiator, and a key differentiator.
A lot of it comes down to picking the right people. A lot of the other video game movies that have come out before this haven't had the budgets, the right people, and haven't had the right mindset.
We and Legendary want to make a great film, an event picture, big-budget picture, that is, a great standalone, fantasy based movie that is good for you regardless of whether you're familiar with the Warcraft universe.
GS: And if you are familiar with the game universe?
PS: If you're familiar with the Warcraft universe, well, then hopefully you're going to be geeked up to go see it. But if you're not familiar with the Warcraft universe, we're hoping you're going to want to see it because the buzz around the movie is that it's a great fantasy movie and a great movie experience in general.
GS: What are the core components of the World of Warcraft universe that will transition into the movie?
PS: Well, I think with the Warcraft universe, and I think this is something where Blizzard kind of sets itself apart, is we've worked very hard historically to create immersive environments and immersive experiences. Not just with the fact that you've got to be focused when you're playing, but we've really tried to build rich storylines, rich mythology and very deep character packages. Characters that you care about, that you either love or you hate. You wonder what's going to happen next in their journey.
With all these different conflicts going on within the universe, there's a huge tapestry from which to work--a lot of the other video game movies we've seen prior to this have not had the benefit of as much lore and mythology, and this huge visual tapestry from which to work from. I think we're bringing more to the table that moviemakers will be able to draw from.
GS: What's the story going to be?
PS: We haven't brought forth what the story is going to be. We're still fleshing that out.
GS: So the current status of the story is what?
PS: It's in development. There's a handful of screenwriters we've been evaluating together with Legendary, and with Warner. There's a list of people we're all evaluating, that we look at their track record and say, okay, these are people that we should explore, should talk to, we should see what their take is.
GS: Who's on that list?
PS: I'm not at liberty to discuss it yet, so I'm not going to be able to give you names. But believe me, when we can, we'll be calling you.
GS: How many on the list?
PS: A handful. There's one in particular that's probably in the lead right now, and so we're working on a take together with them. Blizzard is very much involved, Chris Metzen, our VP of Creative Development, is intimately involved in that.
GS: The level of input Blizzard has is what?
PS: We have the ability to approve or disapprove a screenwriter, and so we're in a situation where we're going to be helping guide who that is and where they go, and the structure of which the deal is built. We'll have a lot of input and say as to what the screenplay ultimately ends up looking like. And we feel really good about that. We have Chris and his creative development group that is going to be there to support that. And in addition to that, we're there as a creative backstop to make sure, from a continuity perspective for all the Warcraft people, that we do right by the franchise.
GS: Will the movie's story be drawn from what gamers already know, or will you extend on what's been told?
PS: We don't necessarily feel like we need to tell a story that's already been told in the universe, you know, that's been explicitly told. It may be a side story within the universe. But we'll make sure from a continuity perspective that the timing of when it happens in the world history, the characters that are brought forth in the movie, and what have you, that it all fits and is woven into the continuity that we've built within the franchise--between all the video games, you know, the novels, pen and paper RPGs, all of those things that we've been doing--that they all tie together.
There's a very large desire by the Legendary folks, and by us, to make a great movie, set in this universe, not a video game movie. It's important to them, too, because they want to do it justice because those people are going to be some of the best word-of-mouth people.
GS: Can you elaborate on the word of mouth?
PS: As an example, if you're a gamer, if you play World of Warcraft, you may not be able to get your girlfriend to play WOW with you because maybe she just doesn't want to do it. But do you think that you could get her to go and invest two hours with you at the movie? Well, we want to do right by them. We want them from a word-of-mouth perspective to want to bring those people. And we hope that the movie standalone will be a good enough fantasy journey for them to say, wow that was great, and for them to spread the word.
It's a big part of our whole marketing push with our games, this is all about word-of mouth, we want to make a great offering and for people to talk about it and people to want to go. It's the same thing, the big movies that really do well, it's the buzz.
GS: Going back to the approvals, it's not all all the norm for the licensor to have script approval...
PS: Well, it's a balancing act. If you look back at the history of video game movies, you've seen companies that have taken an extremely active and maybe overriding and overarching involvement--and the results have been, you know...[laughter], they haven't been great.
And then there's been others where they've licensed it, they've washed their hands and they said, "Go do it", and the results haven't been great.
What I will say is, with Legendary and with Blizzard, we both have similar thought processes, we both are very focused companies. They only focus on a small number of products, or offerings, at the same time. They don't want to flood their brains with a bunch of things, it's all about focus there. Just like Blizzard. They, like us, want to have a collaboration and involvement together in the areas where we both add the most value. So they know we know this franchise better than anybody. We know our customers better than anybody. We know the history and the lore better than anybody.
GS: It sounds like you hired Legendary to make this movie!
PS: You know, I would say that we sought them out.
GS: How long have you been looking for a production partner?
PS: We've been searching for a good five years, and if we wanted to have made a movie before we could have. There's absolutely no doubt we could have done that. But we've been looking for the right opportunity, we didn't want to make a video game movie, we didn't want to go in the same formula that's been used. We wanted to find a partner to collaborate with.
GS: So who's the movie expert?
PS: We're not naive enough to think that we know how to make movies. We're not going to say, "Oh, it's all us, you guys better do what we say." Because we we're not movie makers. We're game makers and we're a franchise building company. And that being said, we each want to bring the skills that we have to the party and for us to work in those areas where we have the greatest expertise.
We think that they know how to tell stories. We know what the story that we're going to be telling best, so we're going to work together on how to translate that into a motion picture experience. They know how to make the movie, we don't.
GS: Do you guys get script approval, directory approval, cast approval?
PS: We have approvals in certain areas and we have meaningful consult in other areas. Those are the highest levels of involvements you can have in these processes. Most studios don't want to give you approval on anything because they want to have complete control of the process--they're putting all the money in, and that's understandable. But I feel like they understood and they value our input enough to where they wanted us involved in certain things more than traditionally has been the case.
That's not to say that they want to tie their hands, because anybody that's going to be putting money in like that, they also don't want to get in a problem where every single thing they do has to be validated and approved--and make this gigantic nightmare.
I think the combination of approvals and meaningful consult rights that we have is going to provide the right balance where we can be involved and participating in this process enough to try to make sure that justice is being done for the franchise, that the continuity is there, that we're telling the right story, that we're dealing with the characters and locales correctly, and at the same time, give them and the director and the screenwriter enough leeway to be able to do what they do.
GS: Tell me, when you close your eyes and you imagine this World of Warcraft movie, who do you see playing the lead roles?
PS: I'll tell you, it's hard for me to answer that question because we don't know for sure yet what story we're going to tell and what races are going to be highlighted. So that's a hard question to answer.
GS: So what type of movie are you shooting for?
PS: So, Braveheart.
GS: Very...epic.
PS: Braveheart. Lord of the Rings. But you know, obviously Lord of the Rings is a different type of fantasy tale, so we want to make sure that there's separation out there.
I say Braveheart. I think Braveheart is an epic, big, gorgeous, wonderful tale, and it's full of conflict and intrigue and all sort of things going on and you learn to love these characters or hate others--kind of what we've tried to build with this universe already. So we joke around internally that we want to fall somewhere between Braveheart and Lord of the Rings.
GS: When did you and Legendary come to your final terms?
PS: Monday [of E3 week].
GS: Did you get much sleep on that weekend before?
PS: No, I have not gotten much sleep for the last few weeks. Aside from the duties that I have to deal with as it relates to the World of Warcraft business, this has been my primary focus for the last few weeks, getting this deal done.
Chris Metzen and I, however, for the last five years, have met with every studio and practically every production company on the planet and everybody of note, trying to find the right people. And we finally did.
GS: Five years? So for five years you knew that this was movie material. World of Warcraft has been out for how many years?
PS: It's been out since November of 2004. And the Warcraft franchise originated in 1994.
GS: Do you know what the title of the movie will be?
PS: It will have the word Warcraft in it, but we haven't determined what the title will be for sure. A lot of that's going to be fleshed out as a result of what the screenplay ends up looking like and what the story is. So we know the Warcraft name will be in it, but what we don't know is if it will be World of Warcraft or Warcraft and then some subtitle, or--World of Warcraft and some subtitle. We don't know. But it will absolutely have the word Warcraft in it.
GS: How did you know Legendary was the group for you?
PS: They really get it and, you know, I was talking to someone the other day, and I'll say it to you--these people are like extended family members. It's like I said to someone the other day, I said, "You know, we feel like the creative guys there were separated at birth from our creative guys." There's a creative love connection that we have not had with many people outside of the walls of our office. And specifically, from a relationship perspective, their top guy, a guy named Thomas Tull [Legendary's CEO], he and I just meshed like nobody's business. I mean, just really, really meshed.
And then, from a creative perspective, there's a guy there by the name of John Jashni. And John has been with us for these last many years working with us to try to find a movie opportunity. John has been a producer in Hollywood for quite some time and worked on some projects that were ones that we really enjoyed.
GS: Pre Legendary?
PS: Pre Legendary, yes. It was as if the stars aligned. Last year at--soon after Blizzcon, John called me. John and I are actually relatively close, and he's close with Chris as well because we've been out pitching together with him. And he said, “Listen, I'm going over to Legendary." And he told us a bit about that, and he says, "You know, these are the guys that did Batman Begins, and we're doing Superman Returns." And he started sharing that stuff with us. And John is somebody we trust intimately, and the fact that he's at Legendary as their Chief Creative Officer gives us an even higher level of confidence because we trust him. He gets it. I mean, he gets it! And so, we're geeked out of our minds because we feel like on the business side, there's an absolute love connection. On the creative side, which is the most important place, there's an absolute love connection, with somebody that we have five years of history with already.
When we were out talking in the studios and out talking to the production companies, John was the guy with me and Chris. The three of us were out [pitching]. So, our guy, our Hollywood guy, is their Chief Creative Officer. And so, it's a really cool situation, because we feel like we got somebody that we trust here.
GS: Can you tell me about the rejection stories?
PS: Absolutely. In the early days, the studios were telling us, "you know, we don't want to do this. It's too risky." And we said, “Well, why is that?” They said, “Well, fantasy movies don't sell.” And they'd bring up movies that had come before, and it was pre-Lord of the Rings. So, it's one of those things where they'd say, "You know, well, there's just not an audience for it."
So, we were like, "That's because it's never been done right." Then, Lord of the Rings came and somebody did it right, and it was like, "See?"
Then, we'd go out and we'd say, "Okay, well, you guys all said you just needed it to be proved out. So, let's go." And they said, "Well, it's too close to the Lord of the Rings. We can't do that." So, then it was a different reason.
It was frustrating because it was like at every turn there was some fear that was going on in Hollywood that was preventing it from happening. And I think a lot of it was because people didn't understand video games. If it's a novel, they get it. I mean, there have been so many adaptations from novels, it's unbelievable. But there haven't been a lot of video game movies. And those that have been made haven't done well and haven't been good. So, there's been a lot of fear.
These guys [at Legendary] are not approaching it as a video game movie. Again, as I mentioned to you before, they're approaching it as making a big epic event type picture, big budget, that is a great film. They want a great film, just like we do; [a film] that stands by itself as a great film--that happens to be the Warcraft universe.
And, you know, when we got together with them, within minutes, Chris and I looked at each other and it was, you know, Chris and I are very, very close friends, very close, and we can read each other's looks. And he and I looked at each other, and I could see it in his eyes, and he could see it in mine. We were saying, "This is it. These are the guys."
I mean, we knew within minutes.
GS: Do you think Peter Jackson could do justice for the Warcraft Universe?
PS: Absolutely. Peter Jackson would be great. I mean, he's a busy guy, and he's a very sought-after director, but, you know, would Peter Jackson be a great solution? Absolutely.
There are other directors out there that are also very, very capable that we would love to explore this with. We've talked to a handful of these different types of people, not Peter, but some others. And, you know, while I can't give out names right now, there's some meaningful people that have expressed interest. And we have to go down the road a bit and kind of flesh this out. I mean, we're really in the development process at this point. We're a ways from production yet, so ...
We're feeling our way. I mean, the more the Legendary guys immerse themselves in the material and the more and more that they get a feel for this franchise beyond what they already have, and the more and more we talk and collaborate, the more we are going to be able to zone in on who the right people are for the material.
I mean, there's people like Peter Jackson, that's an obvious. Yeah, he would kick ass at this. But, you know, whether we can get him or whether he'd be interested is, you know, who knows?
GS: What is the timeline to the Warcraft movie arriving in theatres?
PS: Well, here's the great news. Legendary and Blizzard have the same answer on when they're going to get it done, and that's when it's right.
That's another thing that we love about these guys. They do not want to put out a picture until it's right. They really have a Blizzard mentality in that regard. And so as it relates to the development process, we need to finalize who the screenwriter is. We need to build out a detailed treatment or outline of what it's going to look like. All the parties need to work within that and think about it and collaborate on it and refine it and get it to where everybody goes, "Okay, this detailed treatment really sings to us. We really think that this is the movie that we want to make." And then, we need to set the screenwriter out on building the screenplay.
PS: And during that process, our creative development team [will] have to be really dissecting this. Blizzard's fans are very, very knowledgeable of the lore. They understand this mythology better than a lot of people that work here because they just live it. They love it. So, we're going to need to go through that with a very fine-toothed comb and make sure that we've got our act together from a historical perspective-- from character history perspective, the locales, where these different battles might occur or...all these different things. We need to make sure it all meshes together. So, that process is going to take some time.
Then, you know, during that process, we're going to need to identify a director. I think that to get a director as invested as can be, having them involved in the screenplay process is going to [help] do that because, you know, you hear about directors making changes on the set and this, that, and the other. That has mixed results.
GS: Well, you don't hire Woody Allen to do a Warcraft movie.
PS: No. No, you don't.
GS: That's my only advice.
PS: Thank you. I appreciate that.
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May 17th, 2006, 00:08 Posted By: wraggster
Via Gamespot
LucasArts has released the latest patch for its popular real-time strategy game, Star Wars: Empire at War. The game, released earlier this year for the PC, was developed by Petroglyph Games, which was formed by former members of Command & Conquer developers Westwood Studios. The latest patch bumps up the game to version 1.04.
The biggest addition to the game is the map editor, also released today in conjunction with the patch, which lets would-be emperors create new maps or edit existing ones to make skirmish maps set on the ground or in space. For those who always thought they could take on the Empire, there's a new plug-in for 3D Studio Max that lets gamers build their own units.
Also included in the v1.04 update are balance tweaks for several units and other bug fixes. The Star Wars: Empire at War version 1.04 update and the map editor are now available for download
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May 15th, 2006, 17:34 Posted By: wraggster
Via CVG
Gas Powered Games' Chris Taylor delivered a slice of RTS excellence with the classic Total Annihilation and, as such, we're gazing with much longing and hope at his latest project and what is widely referred to as the spiritual successor to Taylor's marvel TA - PC real-time strategy game Supreme Commander. A new army of screenshots from Supreme Commander has marched into the public eye, so join us as we take a gander.
Earlier in the year we spoke with Chris about Supreme Commander, and he described the game to us as "a next-generation RTS game which takes command and control over a theatre of war to the next level", adding that "It gives players unprecedented control over land, sea and air in ways that they've never experienced both in scale, the number of units, the size of the units and the size of the maps that they can play on." Sounds exciting, oh yes,
Screenshots HERE
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May 12th, 2006, 19:57 Posted By: wraggster
Via Gamespot
Source: EA's booth at the 2006 Electronic Entertainment Expo.
The official story: See below.
What we heard: The Sims franchise has proved to be a monumental success. The life simulator has been a dominant force on the PC gaming charts since it took the leap from the mind of Maxis Studios head Will Wright onto retail shelves in 2000.
Though Wright wasn't at E3 pimping out some Sims-related gear, Electronic Arts was. Near the area housing Wright's PC game Spore, EA built a 360-degree trailer theater that showed a plethora of games from the publisher, including the lineup from Superman Returns: The Videogame, Battlefield 2142, and Medal of Honor: Airborne.
It wasn't all bullets and fighting, though. Stuck in the middle of the trailer were some cute and cuddly animals--and not the one-eyed freaks of nature of Spore. The familiar cybercitizens of The Sims 2 were shown hanging around in parks and playing with something they haven't been able to since the original The Sims game--pets.
The Sims: Unleashed was released in 2002 and gave Sims the ability to adopt and train pets. But since The Sims 2 was released in 2004, man's best friend hasn't even bothered to show up.
It looks like that's about to change, though. At the end of the trailer, a logo appeared that read "The Sims 2 Pets." No platforms, release date, details, or gameplay was revealed during the segment. It was also unclear whether Pets would be an expansion, one of the smaller add-on packs, or a new spin-off franchise, a la Nintendogs.
In fact, it seems that the E3 clip, approximately 30-seconds long, is the only information on the game. On EA's Web site, a trailer of its E3 lineup shows the same montage that's showing at the E3 booth--minus any mention of The Sims 2 Pets.
When asked about Pets, an EA rep would only say,"We haven't announced anything yet."
Bogus or not bogus?: Not Bogus that it's coming--it was at the E3 booth. But will it be a spin-off? Will it hit consoles? Will it be a full expansion? Will it be a content pack? We say (in order) Bogus (but it's a great idea), Bogus (Sims and consoles just don't get along), Not Bogus (Unleashed: Part II), Bogus (pets are people too! Not just objects!) What do you think?
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May 11th, 2006, 23:48 Posted By: wraggster
Via Joystiq
Turbine is making its presence felt at E3 with the announcement of Twilight Forge, the next Dungeons & Dragons Online expansion module. D&D aficionados can look forward to the addition of eight new monsters and the ability to create characters based on the popular Drow race of dark elves. However, the most significant enhancement is an improved single player experience, which was absent in the core game.
Turbine head dungeon master Jeffrey Anderson said DDO subscribers can expect additional character levels and PvP battles in future modules. The game's first expansion, Dragon's Vault, was free of charge, although no pricing information has been announced for Twilight.
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May 11th, 2006, 23:46 Posted By: wraggster
Via Joystiq
NCsoft is trying to establish Guild Wars as a competitive game as well as a more casual MMO, but appealing to such a diverse audience isn't easy. However, the crowds gathering at NCsoft's booth to watch two hardcore Guild Wars PvP teams duke it out seemed to enjoy the show.
At this particular event, Team EvIL and Team PnH were going head to head. The commentator did an excellent job of both explaining the game and getting enthusiastic about the action. We're somewhat familiar with the Guild Wars mechanics, but the action was incomprehensible -- while it's fun to watch the truly skilled ply their trade, it's hard to follow the intricacies of MMO as a spectator.
Guild Wars introduced an observer mode last December, but we'd have to spend a lot of time watching before tournaments like this became easily accessible. On the other hand, watching the pretty colours flash by is relaxing amidst the buzz of E3.
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May 11th, 2006, 23:44 Posted By: wraggster
Via Gamesradar
Despite sounding like something spicy fashioned from chickpeas and wholesome hummus, Tabula Rasa is in fact one of the brightest, noisiest and most impressive looking things in the Concourse Hall. Just right-click on the link above to download the movie and see for yourself - it's got more bangs than watching the whole of WWII on fast forward.
Created by Richard Garriott and the chaps behind groundbreaking Ultima, Tabula Rasa is an MMORPG that catapults you across space and into a frantic battle to save the universe from the Bane. But what the plot lacks in innovation, the gameplay makes up for in pace. For, along with the high-tech weaponry, you have access to alien-granted powers far beyond other humans'.
Not that your path is entirely pre-set, as your character can flirt with any skill branch without being railroaded on to one, fight alone or as part of a unit communicating via voice commands, or steal huge mechs to crush all beneath your metal feet.
So immerse yourself in the footage and we'll be back soon with more news on this adventurous and explosive MMORPG.
Movie Here
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May 11th, 2006, 23:40 Posted By: wraggster
Via Gamesradar
We've nabbed a huge slab of footage from those happy few - the heavily branded brothers from THQ's real-time strategy Company of Heroes.
Now you may moan and groan about fighting your way across Europe against the Axis powers all over again but once this epic clip hits the back of your retinas you'll be reaching for your Brylcreem and M1 faster that you can say "Achtung, achtung. Gott in himmel!"
For not only are these the chaps behind the space-epic Homeworld and Warhammer 40,000 Dawn of War, but Company of Heroes gives you the chance to command numerous types of soldiers in dramatically destroyable environments and ever changing weather conditions.
What's more, it looks like being a bit of a cracker too. Want some proof to back up that bold statement? Well, all you need to do is right-click on the link above and watch the trailer for yourself.
And while that footage is winging its way over to your desktop, remember to keep an eye out for more of our coverage of Company of Heroes as, with its huge, strategy-driven campaigns, convincing combat AI and huge amount of online options, it is sure to remain big news right up to the day of its release.
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May 11th, 2006, 23:16 Posted By: wraggster
Via CVG
Our team over at E3 got an eyeful of Command & Conquer 3 yesterday - jammy barstewards the lot of 'em - and here on the home front we're following that up today with three new screenshots from the RTS sequel.
Screenshots via Comments
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May 11th, 2006, 23:12 Posted By: wraggster
We've been getting some funny looks in the LA Convention centre today; and it's nothing to do with our boyish good looks. No, it's because we're walking around covered in a puddle of drool, left by the stellar Command & Conquer 3 demonstration we spied this morning.
Command & Conquer 3: Tiberium Wars is the first 'proper' C&C game for almost seven years, and in a behind closed doors preview we were shown a number of FMV trailers and gameplay demonstrations showing off the new king of RTS.
The first trailer demoed to us was a compilation of live action cut-scenes explaining the origins of GDI and Nod, the two famous sides from the C&C universe. The first thing we noticed were the impressive production values, which were a whole world above the Channel 5-esque efforts we know and love from C&C games of old. The trailer showed bustling government buildings and sterile labs as the narrator explained the grip the mysterious resource of tiberium now has on the planet.
News reports and instantly recognisable war scenes littered the remainder of the trailer, before finishing on a cliff hanger almost-certainly confirming the identity of the mysterious third side promised for the game. "And then they came..." utters the narrator, as the camera pans toward an earth now gripped by green tiberium. This strongly suggests that the third playable side will be hostile aliens (originally penned to appear in the last Tiberium game, Tiberian Sun) who are, in all inevitability, also the reason that Tiberium started turning up in the first place. Terraforming anyone?
Moving on to the gameplay matters, the chaps at EA booted up an early GDI training mission set in a war-torn desert. The environment was the same as that seen in recently released print screens, with burned-out cars and destroyed buildings littering the dusty roadside. The heavily enhanced Generals engine now touts brand new shading system with next-gen smoke, explosions and dust. What's more veteran C&C fans will be pleased to hear that Tiberium Wars' soundtrack and visuals are a very familiar affair, with EVA chirping out advice, the much-loved money-ticker beeping away in the corner and units delivering a plethora of witty lines.
The presentation continued with the map being scouted by a pair of hovering Orca aircraft, each bump-mapped to visual perfection. The Orcas hovered across the desert landscape swirling dust and casting near-perfect shadows, taking a detour over an off-shore Aircraft carrier before spying some Nod forces barricaded inside a building. The Orcas then assaulted the Nod building, showing off the game's impressive damage simulation as bits or rubble and concrete were realistically flung off.
To finish off the demo two hulking Mammoth tanks where brought in, who with their giant twin barrels blew the living snot out of the barricaded buildings and bellowed some humerous one-liners to boot.
C&C fans should be excited. The units, the cut-scenes, the rock soundtrack: it's all here and looking rather lovely under its next-gen sheen. Tiberium Wars isn't due out until next year, but we hope to see more of the game very soon.
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May 10th, 2006, 22:42 Posted By: wraggster
Via Gamesradar
The return of EA's classic strategy series, Command & Conquer, will be hitting PC next year in the form of Tiberium Wars, and we've got the first screenshots right here.
C&C 3 takes the RTS to the Tiberium conflict in 2047 as the self-replicating extra-terrestrial matter is slowly infecting the earth. The evil Brotherhood of NOD sees this as an opportunity to seize control of the planet, something which the GDI - a high-tech alliance of nations - wants to prevent.
The new game features the same fast-paced tactical action as before, but now the Tiberium universe has been given a visual overhaul which, combined with added strategic depth, takes the C&C series to a whole new level. Combine units to customise your force, build mobile bases to keep the enemy guessing then take your tactics online to battle against the best in the world.
Awesome Screenshot Via Comments
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May 10th, 2006, 17:08 Posted By: wraggster
Codemasters Online Gaming is today pleased to announce the launch of the official European website for The Lord of the Rings Online: Shadows of Angmar at http://www.lotro-europe.com.
As an added bonus, Codemasters Online Gaming and Turbine, Inc. have also announced that sign ups for the European and North American Beta Program will also go live today. To sign up for the European Beta Program please go to http://www.lotro-europe.com/beta.
The Lord of the Rings Online: Shadows of Angmar European website will be providing content in English, French and German along with localised forums. The striking site, designed to fit within a 1024x768 frame, is a glorious fusion between the bright, rolling hills of the Shire and the dark foreboding wastelands of Angmar.
The Lord of the Rings Online: Shadows of Angmar is the first and only MMORPG based on the literary works of J.R.R. Tolkien and is currently in development at Turbine’s studios in Westwood, Mass. Codemasters Online Gaming will co-publish (with Turbine) and operate the title across Europe. Language support will include English, French and German.
Ed Blincoe, Product Marketing Manager at Codemasters Online Gaming, commented:
“Launching the website, complete with the opportunity for our community to sign up for the Beta, shows Codemasters’ commitment to The Lord of the Rings Online. This is just the beginning of a concerted effort to make sure people who are excited about the game will be able to get into the Beta and experience the amazing world that Turbine has created.”
The Lord of the Rings Online: Shadows of Angmar allows players to discover their heroic destiny in the ongoing struggle for Middle-earth™. Players of all levels can experience and explore incredibly detailed realms and join familiar characters in an evolving and persistent re-creation of the beloved world depicted by Tolkien’s The Lord of the Rings.
Players can adventure solo or forge their own fellowships online with others, as they face hideous monsters and minions of Sauron, fight epic battles to defend Middle-earth, and immerse themselves in the greatest adventure of our time.
For the latest news and images from The Lord of the Rings Online: Shadows of Angmar, visit http://www.lotro-europe.com.
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May 9th, 2006, 18:27 Posted By: wraggster
Via CVG
Establishing its own little space amidst the gathering swirl of E3 madness is news that a movie based on Blizzard's Warcraft fantasy universe has got the green light.
According to The Hollywood Reporter, Blizzard is teaming up with Legendary Pictures to deliver the film, which will be a live-action affair. It sounds as though the movie will feature a unique storyline, rather than a plot ripped from one of Blizzard's Warcraft games.
Speaking about Blizzard's partnering with Legendary on the Warcraft film, the developer's COO Paul Sams said that, "With Legendary, we found a company that specializes in building a small number of big movies. It's very similar to what we do. Blizzard only makes a small number of games; we focus on making big, meaningful games. It's a very similar mentality."
"[Legendary] didn't say, 'We want to make a great Warcaft movie.' It was, 'We want to make a great movie in the Warcraft universe.' That was really important to us", Sams added.
No kind of release date for the Warcraft movie has been mentioned, but it has been said that Blizzard and Legendary are to work hard to ensure that it's one film adaptation of a videogame property that doesn't stink.
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May 9th, 2006, 18:26 Posted By: wraggster
Via CVG
LucasArts has released its E3 line-up details, giving us confirmation of a Star Wars: Empire At War expansion pack, entitled Forces Of Corruption.
The add-on fleshes out the acclaimed RTS with a third side - the 'Corrupt' side - which consists of criminal scoundrels with dollar signs for eyeballs. They're led by heinous underworld villain Tyber Zann, whose methods involve influencing other factions, stealing funds, slowing production and basically knocking the Jabba the Hutt from his perch as Star Wars' scummiest scumbag.
Completing LucasArts' E3 line-up are Indiana Jones 2007 (working title) and LEGO Star Wars II: The Original Trilogy, plus original properties Thrillville (a theme park creator) and the music-guided Traxion.
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