gamingworld87
gamingworld87
Gaming World
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gamingworld87 · 6 years ago
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Battlefield: Hardline
A security truck loaded with cash lays abandoned in a parking garage, and you only have seconds to cram as much cash as possible into your backpack before the cops arrive. Stray bills flutter behind you as you make a mad dash for the elevators. When you get to the roof a teammate jumps on the zip-line, but you choose a more direct route and swan-dive over the edge of the building. Your chute deploys. Bullets are whizzing far too close for comfort. The moment you hit the pavement it’s a straight-out sprint to the getaway van. Sirens are blaring. Cops are on the way. And that’s when you notice the massive crane crashing down. This is just a day in the life of the Battlefield Hardline player.
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Cops and Robbers – The change from military conflicts to criminal encounters means a new take on Battlefield. You’re robbing vaults instead of capturing flags, and zip-lining between buildings as the sounds of sirens echo throughout the city. Everything has been adapted to feel new again, putting a fresh spin on the battlefield. True Battlefield Experience – Yes, you’re trading the safety of far-away battlegrounds for cities and suburbs, but beneath the gunfire you’ll find the multiplayer experience that’s expected from a Battlefield game. With destructible environments, modern-day weaponry, high-performance vehicles, and massive encounters, you’ll feel right at home. All-star Campaign – Crafted by the storytellers at Visceral, developers of the Dead Space trilogy, Hardline’s singleplayer feels like a prime time crime drama. The levels twist through the detective story like episodes of a TV show, and highpoints of the story will play out in huge memorable gameplay moments. Epic car chases and intense gunfights? Yes please.
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gamingworld87 · 6 years ago
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Thunderbird: The Legend Begins
Thunderbird is an award-winning Virtual Reality adventure series that transports you to a world of wonder where myths come true and legends become real right before your eyes.
Driven by physics-based interactive puzzles, this transformative journey unfolds according to your every action guiding you deeper into the heart of an ancient realm for a memorable encounter with the legendary Thunderbird.
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Created by one of the developers behind 1997’s best-selling game, Riven: The Sequel to Myst, Thunderbird fuses key elements from classic adventure games with next-gen tech to provide an unsurpassed level of immersion with stunning visual depth, life-like interactions, and a sense of realism never before possible.
In the spirit of films like Indiana Jones, Thunderbird is an interactive adventure where exploration and discovery are key motivators in driving the overall experience. The strong sense of mystery and the reward of discovery combine within Thunderbird to create a most engaging experience for the truly adventurous at heart.
Drawing its inspiration from both eastern and western cultures, Thunderbird honors the old and the new by bringing together science and magic with logic and myth to create a broadly appealing and uniquely fulfilling experience for all demographics.
Room Scale Mode
Designed from the ground-up for room-scale gameplay, Thunderbird encourages natural movement for both navigation and interaction giving the ability to walk freely around the world while using your hands to interact with objects - just as you would in real life.
This freedom of movement eliminates all probability of sim-sickness and offers the most immersive VR experience to-date.
Standing Mode:
With our cleverly designed Telepad teleportation system, users with limited playspace can enjoy the full experience of Thunderbird while still avoiding any of the discomforts that are commonly associated with artificial locomotion in VR.
The first episode of the series, Thunderbird: The Legend Begins, will be available this summer 2016 on the HTC Vive.
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gamingworld87 · 6 years ago
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METAL GEAR RISING: REVENGEANCE
Developed by Kojima Productions and PlatinumGames, METAL GEAR RISING: REVENGEANCE takes the renowned METAL GEAR franchise into exciting new territory with an all-new action experience. The game seamlessly melds pure action and epic story-telling that surrounds Raiden – a child soldier transformed into a half-human, half-cyborg ninja who uses his High Frequency katana blade to cut through any thing that stands in his vengeful path!
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A huge success on both Xbox 360 and PlayStation 3, METAL GEAR RISING: REVENGEANCE comes to PC with all the famed moves and action running within a beautifully-realised HD environment.
This new PC version includes all three DLC missions: Blade Wolf, Jetstream, and VR Missions, in addition to all customized body upgrades for Raiden, including: White Armor, Inferno Armor, Commando Armor, Raiden’s MGS4 body, and the ever-popular Cyborg Ninja.
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gamingworld87 · 6 years ago
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Dead Island Riptide
The survivors of Banoi thought they had escaped the terrors of the tropical island and survived the apocalypse on a corrupted paradise. Then their fate took a turn for the worse. Shortly after the battle-hardened team had landed their helicopter on a military ship, a furious storm hits and havoc quickly spreads on board. Suddenly they find themselves struggling for their lives again with all hope drowning in the rising waves.
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With invigorating new elements infused into a proven mix, Dead Island Riptide reanimates the zombie terror for a second battle for life against the dead. A monsoon has hit the once beautiful archipelago and heavy rainstorms have laid waste to large areas of the islands. The city of Henderson and jungle areas on the island of Palanai were flooded leaving boats as the only remaining way of transportation.
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gamingworld87 · 6 years ago
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Outlast 2
Outlast 2's maniacal commitment to its core conceit is simultaneously its greatest strength and its greatest weakness. Like the original--which helped popularize first-person survival horror when it launched in 2013--Outlast 2 casts you as a hapless everyman with zero fighting skills and no tools beyond a camcorder. Your only option when confronted with grotesque, bloodthirsty murderers is to run and hide.
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As a result, every snapping twig, every distant scream, every gruesome corpse grips you with fear even more tightly than it might if you actually had a way to defend yourself. But this also means the core gameplay cannot evolve as you progress--the chase sequences you survive at the start of the game are essentially identical to the situations you encounter near the end. There aren't many new mechanics or scenarios to keep the intervening hours feeling varied and engaging.
To make matters worse, the game's most harrowing moments--those sequences where you're spotted by an enemy and must flee to safety--frequently devolve into trial-and-error tedium. Almost invariably, these chases are scripted, meaning you must get from point A to a specific point B as quickly as possible. Problem is, point B is rarely obvious. It might be a tiny opening you have to crawl through or a bookcase you have to move, but you'll only have a few seconds to figure it out before your pursuers catch up and kill you, forcing you to replay most of the chase in order to return to the apparent dead end where you got stuck. At that point, the game stops being scary and simply becomes frustrating.
This was occasionally an issue in the first game as well, but you often had more freedom and could play more strategically--if you're trying to avoid one bad guy in a large area while sneaking from room to room to collect valve handles, you can decide, "Okay, he'll see me when I dart across here, but I think I can make it back to this locker and hide before he catches me." In Outlast 2, you generally just need to run from whatever's directly behind you and hope you figure out the one correct path as you go. At least when you do stay on track, it's unbelievably intense and exhilarating. The fact that the game excels at delivering sudden bursts of panic keeps your nerves on edge at all times. You never quite know when hell will break loose again, but you always know it's coming.
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Tension, really, is what Outlast 2 does best. Its gameplay may stumble in certain ways, but you're always deeply, inescapably immersed in its atmosphere. In place of the first game's mental asylum, new protagonist Blake Langermann finds himself lost in the Arizona desert surrounded by religious zealots and fetid corpses. Though you'll endure a wide variety of environments, desecration follows you everywhere. And while the visuals pack plenty of unsettling details, the sound design is some of the best in horror game history. From the jagged, unnerving score to the harsh whispers that seem to come from all directions, Outlast 2's audio is the single biggest contributor to its remarkable sense of foreboding. The subtle squish and crunch that accompanies every footstep as you cross a pit full of dead infants will likely haunt you forever.
All of these scare tactics get in your head and, in a way, deepen those skin-crawling lulls between the adrenaline-pumping chases. In most games, walking into a room and grabbing an item is about as simple as it gets, but when you're utterly convinced some new horror's just waiting to rip your throat out, exploring for camera batteries suddenly feels like a harrowing trial. And you'll need those batteries. Just as before, your camera's night vision allows you see in the dark, and the new directional mic also lets you (loosely) track enemies through walls.
However, both of these comforts drain your batteries at an alarming rate, especially on higher difficulty settings. You can keep night vision on even when you run out of juice, but your screen starts to flicker and the camera can't focus. It's almost scarier than being totally blind, so it's important to expend your battery power strategically. I never had a problem finding batteries on Normal, but higher difficulty settings turn this aspect of the experience into a legitimate challenge.
In truth, Outlast's "no weapons" formula worked better as a shorter experience. Stretched over twice the length of the original game, Outlast 2's gameplay starts to wear thin, especially since too many of its scripted chases funnel you down preset paths. At the same time, however, I admire its purity, and to an extent, I'm willing to accept its shortcomings for the sake of true survival horror. The campaign is scary from start to finish and delivers on its promise of unrelenting terror in part because it never allows you to fight back. The atmosphere and sound design are expertly crafted, and Blake's hallucinations elevate the game's story above that of the first. It doesn't do much to build on the original formula, but it unquestionably provides a more polished version of the same idea.
Think of it as a ride through a really amazing haunted house: you don't have a ton of control and sometimes the ride breaks down for a moment or two, but it's basically guaranteed to leave you scared out of your mind.
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gamingworld87 · 6 years ago
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Outlast
Outlast reminds us that we don't necessarily need ghouls and spooks for a good fright; the real world does well enough on its own. Indeed, Red Barrels' new nail-biter may borrow liberally from 2011's acclaimed survival horror adventure Amnesia: The Dark Descent, but it distinguishes itself by tossing aside Lovecraftian dread in favor of the comparatively mundane happenings at a mental institution nestled near Colorado's Mount Massive Wilderness area. Outlast's very name seems to challenge you to outlast your friends' records for playing it alone in the dark, and indeed, you'll be frequently driven to turn the lights on and calm your fears. However, the eventual predictability of its frights and its overreliance on the same types of enemies drain a modicum of the opening hours' terror by the end.
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It certainly gets the opening right. Outlast is the tale of Miles Upshur, an investigative journalist intent on snooping through the Mount Massive Asylum to dig up some dirt on a sketchy psychiatric organization. Mere seconds inside a window, he realizes he probably made a bad choice. The terror of Upshur's journey is emphasized by his lack of weapons, and his sole means of dealing with the horrors that befall him lies in his ability to run and--very rarely--a button prompt that lets him break free of attackers. When he shoots, it's only with his digital camcorder, which doubles as a night vision device with battery usage so dismal that it would probably get pulled from Amazon.
When it comes to eliciting tension, however, the camera's ever-dwindling energy supply is a good thing. As a consequence, Upshur spends much of the game darting from sewers to theaters to laboratories in utter blackness, and the fast-draining batteries initially help to maintain the kinds of chills developer Red Barrels desires. Too bad, then, that batteries are so common a few hours in that you can maintain a full pack of 10 with little effort.
Even so, Outlast's reliance on the camcorder helps deliver an experience strongly suggestive of 1999's Blair Witch Project, down to the sight of patients contemplating corners in the night vision's green glow while Upshur whimpers and heaves. Outlast never forgets that it's as invested in survival as much as horror. With attacks out of the question, Upshur instead spends the bulk of his time hiding in lockers and under beds, and some of Outlast's most deliciously tense moments spring from watching your would-be attackers through metal slats. Like the characters of Blair Witch, Upshur never loses sight of his mission; he takes time to collect documents pertaining to creepy Nazi doctors and patients to ensure his trip was worth the effort. Outlast even seasons the overall experience with several puzzles requiring jogs and light platforming between two objectives.
A mental hospital might be a predictable--even cliche--setting for this type of story, but it also affords Outlast the chance to mix folks who just want to be left in peace with the psychotic types. The upshot of the setup is that you never know which you're going to encounter, and therein lies much of Outlast's potential for terror. Early on, for instance, you're forced to amble straight past a trio of scarred patients who pay you little mind; later on, a loitering patient with a club might let you pass unharmed but decide to clobber you once you pass by again. An unfortunate consequence of this design is that a madman you meet six hours in doesn't differ greatly from the first few you see, although the ever-present danger of dying from a couple of nasty blows helps maintain a sense of wariness with each encounter.
Wariness is the key word here, not fear. By the third of Outlast's roughly seven hours of play, the standard inmates cease to spark much in the way of real surprises, even if the mere threat of them continues to make you jump at most unexplained sounds. The ones who haven't been disfigured by experiments could usually pass for twins of one another, and it's made worse by an absence of female patients even though Upshur takes a long sojourn through Mount Massive's so-called Women's Ward.
Outlast is at its best when it clings to the focus on realism that sets it apart from Amnesia, and thus it loses its way when it dabbles in the supernatural as the plot nears its climax. To be sure, once you build a tolerance to the horrors after slinking past scores of tortured souls, the sight of something other than humans comes almost as a relief. Unfortunately, that tolerance also affects Outlast's dependence on so-called "jump scares," such as seemingly dead bodies that leap up and attack or the sight of patients' faces popping up but inches from your own after you emerge from a crawlspace. In time, you may even find yourself correctly guessing where the next scare will appear. Even the longish checkpoints for key sequences rob Outlast of some of its chills: after failing an attempt twice, for instance, all fear of losing your skin tends to vanish before the relatively mundane pressure of timing your movements correctly.
That shouldn't prevent you from playing Outlast, though, especially if you're the sort who likes to sit in dark rooms with these kinds of games and scare yourself in solitude. Most of the time, particularly early on when its quirks are fresh and unknown, it delivers. Even its weakest moments owe their existence not to ineffective ambiance and tension, but rather to excessive confidence spurred by eventual predictable encounters that clash with the promise of the setting. From start to finish, it never loses sight of the "survival" component of survival horror, and in such a way that reminds us that few things on this earth can be as terrifying as our fellow human beings.
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gamingworld87 · 7 years ago
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Monster Hunter World
While some fans of the series were disappointed when Monster Hunter XX came to the Switch as a Japan-only exclusive, the good news is that we don't have to suffer in region-imposed torture any longer. The latest big fish in the franchise's pond, Monster Hunter World, is finally here, and it blows the previous western releases out of the water.
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For seasoned players, the gameplay loop in Monster Hunter World is immediately recognisable. Your job is a cycle that involves crafting weapons, bulking up, killing monsters, and looting them for materials. However, a well-crafted narrative has not traditionally been a part of that gameplay loop, and that may have been a deterrent for those looking for a foothold into the franchise in the past. Luckily for them, the first major point of difference here from the previous mainline titles is the way that the plot and gameplay are grafted together. A spinoff, Monster Hunter Stories, stepped off the beaten track by introducing a simple yet satisfying narrative, and now Monster Hunter World solidifies that step by using the building blocks of previous narrative concepts to deliver a well-paced experience that spends more time focusing on the bigger picture.
While you spend a lot of time chasing an Elder Dragon that wouldn't look out of place in the movie Pacific Rim, Monster Hunter World's choice to integrate Guild and Village quests into one coherent story cuts out any confusion or ambiguity that new players may feel when it comes to figuring out which quests progress your journey. The fact that everything is tuned for a rewarding solo experience is a plus--it's entirely possible to pump through 60 hours of quests without ever interacting with another player online. And when combined with more intelligent monster AI, facing off against a fire-breathing Tyrannosaurus-like creature on your own makes the stakes feel even higher.
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On top of the story, which revolves around the mystery of why the aforementioned Elder Dragon has appeared in the game's new region, there have been some quality-of-life changes that ease your transition into the world of monster hunting. Instead of frontloading a lot of text-based tutorials as in previous titles, you now have a Handler who doles out helpful information to you as you progress through zones of increasing complexity. It can feel a bit like having an annoying younger sibling tagging along on otherwise deadly adventures, but her vocal cues and vast knowledge about monster types are helpful when encountering new enemies for the first time. This assistance ceases when you start cutting your teeth on High Rank monsters, but hearing about new skills and immediately putting them into practice in the field is an excellent way to learn about the game from the ground up.
Monster Hunter World feels like an open-world game to some extent, with fantastically large maps of a scale that we haven't seen before (both vertically and horizontally), no discernable game-pausing loading screens between zones in hunting areas, and a wealth of beautifully rendered environments to slaughter colossal monsters in. A helpful addition to this new world is the swarm of scoutflies that serve as a way to track monsters and other objectives.
Navigating the vastness of those areas without scoutflies would have been incredibly tedious. Once you've located a few traces of a monster's path in a zone, your scoutflies automatically track it to its current location. Gather up enough clues over time and soon your insectoid minions will be able to predict where a certain monster is located based on past movements. This is very useful for investigation missions with tight time frames at higher ranks and sticks to your canon characterisation: a seasoned hunter who understands their prey. Except, perhaps, when said prey glitches through two stories' worth of foliage and can't be attacked with any weapons that you've got on hand. Fortunately, those instances are few and far between.
Part of the ability to capitalise on a monster's weakness is the smart use of all the tools in your hunting arsenal, with the most important being your weapon of choice. The Hunter Arts from Monster Hunter Generations have been removed, and the game's focus is solely on your ability to dish out ridiculous amounts of damage using your respective weapon's combo. Light weapons are still the most mobile while the technical weapons are still the most difficult to understand and master, but there are ample opportunities to get experience with whichever blade, bow, or lance you've decided on. Weapon upgrade trees are all viewable at a glance, and the ability to make a wishlist of parts for your next upgrade makes the process more convenient, and helps you decide which expeditions to focus on.
Bowguns in particular have received the most notable facelift: it appears that there has been an effort to mimic the kind of playstyle you'd have in a third-person shooter, and this is most apparent when you're firing from the hip with the light bowgun. That doesn't necessarily change the strategy needed; you'll still have to make effective use of environmental hazards, traps, barrel bombs, and dung in order to chase down your quarry. There are now more ways to get a leg up on monsters, which make combat encounters more accessible to different playstyles. Elemental effects are all the rage once more, with weapons boasting essential new perks that have evolved alongside the enemies that you forge them from, and the benefits of bringing water to a firefight is a lesson you'll learn early.
Of particular necessity is the ability to mount monsters through aerial combos, or through the slightly less coordinated mad scramble off a cliff onto a creature's back; you're given the opportunity to knock a monster down, which will buy you time to slice off a tail or a claw. While the game will reward you no matter what strategies you take, knowing a monster's weak points is still a must if you strive to upgrade your gear. It's best to nail down your favourite weapon in the Arena--a mode where you test your mettle with specific gear against a monster that you've fought before.
Multiplayer integration is, for the most part, seamless. As mentioned above, there's no distinction between Village and Guild quests anymore, so missions can be done alone or with a friend, and you'll both only have to do it once to complete it. You can start a quest alone in an online session and wait for more hunters to pop in to assist. Alternatively, you can seek out an online session for people of a certain hunter rank, and just go along for the ride if they need a hand with anything. The only qualifier is that some story-focused missions require the leader to either watch a cutscene or discover a monster before others can join.
You can be in the same online session as someone else without having to do the quests that they're doing, which is useful for those who might want to keep an eye on a friend who's new to the franchise. Players who are struggling solo can also send out an SOS flare that lets their friends put together a little rescue party to save the day. In the downtime between adventures, you can do anything from arm wrestling to challenging each other's times on the killing leaderboards.
Another pleasant difference which you’ll notice while preparing for multiplayer missions is the fact that there’s almost no downtime at all. This might vary based on your network and PC, but in our experience the time between posting a quest and having it ready to go when others join was instant. In comparison, the PlayStation 4 version seems to take its own sweet time when preparing quests within both individual and multiplayer sessions. Like the aesthetic differences between platforms, this is relatively minimal in the grand scheme of things. However, an improvement is still an improvement, and the overall quality of life differences in regards to multiplayer on PC are definitely welcome.
In terms of how the game handles mechanically on PC, the answer is positive. While PC ports of console games have the potential pitfalls of unwieldy control schemes and unintuitive keyboard shortcuts, Monster Hunter World has gracefully avoided these. The default keyboard and mouse combination works well, even when stress-tested under combat situations that require plenty of frantic directional and dodge-rolling inputs. Using the mouse to control both attack inputs as well as overall steering took us the length of the tutorial to get used to, but it never presented an issue in itself. There’s no need to play Twister with your fingers to execute deadly combos here, though fans of the controller input will likely gravitate to the same for efficiency at the end of the day.
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gamingworld87 · 7 years ago
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F1 2018
You’ve got to feel for Codemasters’ design team when the annual ‘what shall we put in next year’s game?’ meeting cropped up at the end of the 2017 season. Here's how I picture it. “Well, there are unsightly head protectors on the cars now, so they’ll be going in.” Everyone gives resigned nods. “And… shall we totally overhaul the game engine?” No. No we shan’t, Callum, because the game’s out in eight months.
Working to such a tight annual deadline, it’s testament to the developer’s talents that the series has maintained, by and large, a high standard worth of the license. But that license is a double edged sword: over in the real sport, Lewis Hamilton has been a distant blur of Petronas logos for what feels like centuries now, drivers are openly bemoaning the tedium of racing, and the most immediately discernible change of the 2018 season is the reviled ‘halo’ head protector.
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What F1 2018 does in response to this bag of lemons, knowing that its fundamental handling was already stellar in F1 2017 and in need of very little revision, is focus on deepening the wrinkles of its career mode. Press interviews with multiple choice responses return, having made their debut in F1 2010, this time bringing RPG-like ripples of consequence to your team relationship. If you spent all your air time bleating on about how rubbish the aero package is, “the aero development team will remember that” in classic Telltale fashion. That’s not to say you’ll be faced with saving either them or a little girl from a horde of undead during the summer break—rather, each development team’s morale is now dynamic and affects the speed of iterating on the car.
There’s a big change to contract negotiations, too. Anyone who’s spent the last seven consecutive games driving a turgid debut season for Sauber and holding out for a Red Bull contract the following year (because they want to feel like they earned it) will be delighted to hear that mid-season team changes are now possible. You still get the payoff of having proven yourself among the backmarkers and scored a deserving upgrade, but you can enjoy that rags-to-riches trajectory in an afternoon now rather than a dogged month.
Heading onto the track, the game’s still excellent. Visually rich without melting your graphics card, wonderful with a pad and some assists, very nearly as wonderful with a wheel and no assists. The suspension refresh rate���s increased this year, and—look, don’t laugh. You really do get a sense of it when you bounce over some of the more aggressive apexes at Barcelona and Monaco. AI opponents are sharp but fallible, as always demonstrating Codies’ uncanny ability to mimic believable racing.
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Over in multiplayer, a super license system is the big new addition, aimed to get you driving less like Max Verstappen and more like someone who grasps the concept of sportsmanship. Contact and corner cutting counts against you, clean driving works in your favour. It’s fancy matchmaking that pairs serious racers with each other, and lets crashers crash into other crashers. That’s fine by me.
Despite all that’s new here, I don’t love F1 2018. There’s nothing wrong with the new additions Codemasters has focused on, nor has the quality of racing dipped from last year’s high tide mark. But with each passing year that the likes of Fortnite splurge new content on their players for free every few months, annualised models like this feel underwhelming in the new goodies they deliver and old-fashioned in their mindset. Despite a fleet of minor improvements, I don’t feel inspired to sink another hundred hours into this game after doing it last year, because for all the halos and journalists, it’s broadly the same experience again.
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gamingworld87 · 7 years ago
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Bulletstorm
Do you like brutal, adrenaline-filled sci-fi shooters? If so, Bulletstorm is right up your alley.
The FPS comes from the studios that brought you the Unreal Tournament, Painkiller, and Gears of War series. In Bulletstorm, you play as exiled mercenary Grayson Hunt. This action-packed blockbuster exiles you and your squad mates to a hostile alien planet and forces you to seek revenge while you battle hoards of vicious baddies. Though there is a story here, Bulletstorm doesn't take itself too seriously and draws inspiration from over-the-top shooters like Duke Nukem. While first-person shooters have often been criticized for their repetitiveness, Bulletstorm does offer a number of gameplay elements that make the shooter unique. Though the game has a host of alien weaponry, its trademark Energy Leash certainly brings something new to the table. You can use the Energy Leash to latch on to enemies and suck them in. From there, you can shoot them in the face or use your boot to kick them off ledges. What brings more originality to the game is that it rewards you for your destruction. Using a "Skill Shots" point system, your creative kills will allow you to level up and earn upgrades. Using a newly modified Unreal Engine 3 graphics engine, Mark Rein, president of Epic Games described Bulletstorm as "a full-blown, oh-my-god amazing PC game." To take full advantage of the PC version, you can run Bulletstorm in SLI for higher performance. Adding another visual flare to the game, you can also play Bulletstorm in 3D by way of NVIDIA 3D Vision support.
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gamingworld87 · 7 years ago
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The Darkness II
The Darkness II is a direct sequel to the million unit-selling 2007 title, The Darkness, a violent first-person shooter starring Jackie Estacado, a thug and mobster who becomes imbued with the eponymous Darkness, a demonic force that when unleashed allows Jackie to ‘Quad-Wield’ two Demon Arms and two guns simultaneously. Ripping through the story’s many enemies, quite literally, grants Jackie Dark Essence with which to enhance his combat prowess by unlocking a number of inventive abilities utilizing his Demon Arms, his guns, and his Darkling, a foul-mouthed, Cockney-accented supernatural helper and guide.
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Complementing the single-player campaign is the Vendettas mode, filled with four-player online co-op missions that interweave with Jackie’s story, or run in parallel, connecting thematically to the single-player story arc. Four characters with unique weapons and abilities are available for use, and as with Jackie their prowess can gradually be upgraded with Dark Essence. Adding to the destruction and mayhem is Hit List mode, which allows players to repeat their favorite campaign moments or wreak havoc in brand new one-off scenarios.
Drawing on its comic book origins, The Darkness II features a hand-painted, graphic noir aesthetic that helps enhance the stylized violence and twisted scenarios implemented by Digital Extremes’ developers. On the PC, these visuals are further enhanced through the use of NVIDIA 3D Vision stereoscopic rendering, bringing Jackie’s dynamic Demon Arms to life as they slither in and out of the screen, tearing foes limb from limb.
The Darkness II is available in stores February 7th, 2012; a demo can be downloaded here.
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gamingworld87 · 7 years ago
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Anomaly 2
In the years following the invasion of Earth in 2018, the planet is overrun by alien machines. Humankind is on the verge of extinction. Banded together in huge convoys, they search the frozen tundra for food and supplies. Since the war, the roles have been reversed: now our species seems to be the Anomaly on a machine-controlled planet. Your convoy, Commander, is called Yukon.
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Anomaly 2 is a real-time strategy game that takes the tower offense concept from Anomaly Warzone Earth to a new level. Maintaining the core concepts of the original – tactical planning and the on-field Commander to support troops in combat – Anomaly 2 introduces a number of important new features:
Morph your troops into war mechs to discover the new face of strategy: each unit has a different mech form with various abilities to help you overcome specific combat situations.
Engage in a multiplayer experience unique to Anomaly 2: tower defense vs. tower offense. Play as the towers and destroy the humans or lead the humans to annihilate the alien towers.
Fight across a post-apocalyptic world in a new single-player campaign that offers a more intense strategy experience than the acclaimed original.
Carve your own path to victory and create your ultimate battle squad. With over million tactical combinations to build your squad, your options in combat are nearly endless.
Dive into a beautifully rendered world, thanks to the team’s new and improved visual engine:
Experience alternative endings dependent upon your approach to enemy machines in the campaign.
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gamingworld87 · 7 years ago
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Lost Planet 3
Lost Planet™ 3 introduces Jim Peyton, a Utility Rig pilot who leaves Earth to take on a hazardous but lucrative contract on E.D.N. III. Working for Neo-Venus Construction (NEVEC), Jim is one of a select few pioneers at the Coronis base surveying the uncharted terrain and obtaining samples of the planet’s natural energy source – Thermal Energy, which NEVEC believes will save Earth’s energy crisis.
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The title delivers a mix of action both inside and outside of Jim’s utility rig vehicle. Acting as a home away from home and offering protection from the ever changing climate, Jim soon discovers the utility rig’s array of tools are just as useful at taking out Akrid in the rig’s first person perspective as they are at helping him fulfill his contract work. Outside the rig the action switches to third person with Jim at the mercy of the elements. He’ll need to battle against hostile enemies with a mix of gun and melee based combat whilst surviving all that is thrown at him.
While under attack from E.D.N. III’s indigenous Akrid, Jim’s Utility Rig falls down an icy fissure, leaving him unconscious and injured. Jim wakes to find himself in what appears to be a secretbase, hidden beneath the planet’s frozen surface. On discovering he was rescued by one of the base’s inhabitants, Mira, the daughter of So’ichi (the Snow Pirate leader), he soon realises that NEVEC are no longer the only occupants of E.D.N. III. With this encounter with the Snow Pirates new truths about the foreboding planet and the colonial history are set to be unveiled.
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gamingworld87 · 7 years ago
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Warface
Enlist. Unite. Prevail.
Warface is a team-based shooter crammed with cooperative and competitive action, stacks of game modes and a wealth of weapons for players to get to grips with. Gamers can choose to play as Riflemen, Medics, Snipers or Engineers as they join forces and attempt to uproot the Blackwood military faction in Co-op play, or choose their side and lock horns with fellow players in Versus battles. The game can be downloaded completely for free via Steam or at Warface.com!
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Factions
Warface Specialized infantry operators who can be deployed quickly to any arena, they are fighting to undermine Blackwood's global grip.
Blackwood Professional forces who fight for a paycheck with clear career goals. They serve a corporate alliance whose business plans ignore the rule of law or any borders
FEATURES
New Co-op missions every day The huge variety of maps in Warface play host to new missions every day. Altered difficulty levels, objectives and routes through the maps mean there's a fresh challenge every time players get in the game.
Explosive Co-op in six settings From snow-capped mountains to sun-soaked deserts, Warface players enjoy an ever-expanding list of Co-op environments that includes Africa, Siberia, China, the US, Brazil and more.
Versus action in seven PVP modes The Versus action in Warface sees players going head to head in seven distinct game modes: Team Death Match, Plant the Bomb, Free for all, Storm, Capture, Tactics, and Destruction
Four unique combat classes Players choose to enter the fray as Riflemen, Medics, Engineers or Snipers, and then combine the unique talents of each class to form an unstoppable team.
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gamingworld87 · 7 years ago
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Heroes and Generals
Heroes & Generals is the ultimate WW2 game – a free-to-play Massively Multiplayer Online First Person Shooter set in WW2, where Germany, the United States and the Soviet Union fight for victory in one grand persistent online war fought by players across the world.
No matter if you play as Infantry, Tank crew, Fighter pilot, Paratrooper, Recon, or as a General taking strategic decisions – everything you do makes a difference in the war.
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There is a great variety of authentic weapons and vehicles accessible in the game such as the effective US M1A1 Thompson submachine gun, the legendary German Panzer V Ausf G. ‘Panther’ tank, the excellent Soviet Yak-9B fighter plane, and even a bicycle! The arsenal is constantly growing as updates for the game are released regularly.
In Heroes & Generals your team always has your back. Every single player makes a difference, but you win, lose and make friends as a team. With a growing and welcoming community and a focus on teamplay, Heroes & Generals wants to bring players together and have them make friends from all around the globe.
Make a Difference – Fight for Friends!
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gamingworld87 · 7 years ago
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Landmark
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Landmark is a social building MMO that is currently in Closed Beta. Landmark lets you build anything you can imagine. In addition to building, the game will incorporate combat, survival and a procedurally generated world with endless content below the surface, plus much more. With Landmark's state of the art tools, you have unprecedented control over your creations. Additionally, with Player Studio you will be able to create your own in-game items and sell them for real cash in the Landmark Showcase.
Explore massive Landmark worlds and claim territory, building materials and much more. See what your fellow players have created — and help them build!
This is your chance to help build a game! Build alone or in groups to create Landmarks. Join massive construction competitions and your creations could become a permanent part of the game. Also, selected designs players create will become fixtures in the EverQuest Next world.
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gamingworld87 · 7 years ago
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Homeworld: Remastered
Experience the epic space strategy games that redefined the RTS genre. Control your fleet and build an armada across more than 30 single-player missions. Choose unit types, fleet formations and flight tactics for each strategic situation. Utilize advanced research to construct ships ranging from light fighters to huge carriers and everything in between.
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The Homeworld games have been painstakingly re-mastered with key members of the original development team and taking critical influence and assistance from the passionate fan community. The Homeworld Remastered Collection introduces Relic's acclaimed space strategy games Homeworld and Homeworld 2 to modern players and operating systems using the newest sophisticated graphics rendering technology, plus a fully remastered score and new, high fidelity voice recordings by the original actors.
As a free bonus, this collection also includes original, non-remastered versions of Homeworld Classic and Homeworld 2 Classic, preserving the purest form of the original releases with compatibility for modern operating systems.
The Homeworld Remastered Collection, also includes free access to the Homeworld Remastered Steam Multiplayer Beta at the time of release. The competitive multiplayer modes for both Homeworld and Homeworld 2 have been combined into one centralized mode that will allow you access to all content (races, maps and game modes) and all improvements, features and technology from both games, allowing you to play unlimited competitive multiplayer space battles on an epic scale.
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gamingworld87 · 7 years ago
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Submerged
Submerged is a third-person combat-free game in which you explore a mysterious flooded city and discover the beauty of desolation in vast outdoor environments. You take on the role of Miku, a young girl who has brought her wounded brother to the city in their small fishing boat. Navigate the flooded city streets by boat, scale the drowned buildings, and use your telescope to scour the city for the supplies needed to save your dying sibling. As you explore the city at your own pace, you encounter the habitat that flourishes in this colorful place and discover hidden objects that piece together the story of a broken world and a broken family.
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Game Features
Vast outdoor environments with a rich, colorful and vibrant habitat present the player with a beautiful place to linger during the day or night, and encounter the mysterious remnants that watch you from the rooftops.
A serene and relaxing game experience; take your time to enjoy the sunrise and beautiful vistas, listen to the sound of the ocean, or observe the playfulness of the creatures that inhabit this place. There is only one pace in this game and that’s your own.
Discover the hidden objects that piece together the story of redemption, sacrifice and determination, and learn more about how the city came to be this way.
Cruise through the city streets in your small powered fishing boat, using your telescope to identify which of the various buildings contain supplies and mark them on your map.
Discover the best path to the objects you spotted from afar. Dock your boat at tall buildings and landmarks and climb the vines, ladders, ledges and pipes as increasingly difficult navigation puzzles.
Developed by an independent studio based in Australia, consisting of AAA veterans who have previously worked on the BioShock series, with music from BAFTA award winning composer Jeff van Dyck.
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