October 23rd marked a pretty big day for Fallout fans. The date (59 years from now) marks the beginning (and ending) of the Great War – the day that nuclear bombs fell across the planet and essentially ended… well, everything. Fittingly enough, Bethesda chose this same day to begin the Fallout 76 B.E.T.A. (Break it Early Test Application) for Xbox One players. Anyone with a valid pre-order for the game was able to get their first taste of the hotly anticipated title that’s left Fallout fans everywhere highly wary since its initial reveal back in May.

Fallout is my favourite active video game series, and Fallout 3 is one of my most highly regarded games of all time. I put way too many hours into Fallout Shelter based on its branding alone, and I’ve even dedicated an entire shelf (singular) to some of my favourite Fallout merch (and some sweet rarities I snagged back at the Bethesda Gameplay Days at PAX West). As someone who nearly exclusively plays single player games, a Fallout title set so closely to the day that the bombs fell is unbelievably intriguing to me, but the revelation that I’d need to share that world with other players worried that hell out of me.

I wasn’t joking about the shelf.

Now that I’ve spent a few hours with the game, however, I really (mostly) have no freaking idea what I was worried about.

Vault 76 is located in Appalachia (West Virgina), and is the first of the Vault-Tec vaults to unseal its doors and let its dwellers out into the world, just 25 years after the bombs fell. You (and the other dwellers) are essentially tasked with ensuring that your great nation (America, obvs) can be rebuilt and recolonized. Rather than being a lone wanderer or a sole survivor with a highly personal goal in an unfamiliar world, this general goal means that having other dwellers in the world actually makes a lot of sense.

Bethesda has spent a ton of time detailing many of 76’s new mechanics, including the new card-based perks, the game’s unique PVP system, C.A.M.P., and so much more. Rather than focussing on things like that, I’d like to spend a bit of time detailing just what my time with the game has been like so far.

It’d be hard to do so without spoiling something, so consider this your warning.

Following the classic ‘War Never Changes’ video, you’ll jump right into the game’s character creator. Endlessly adjusting aspects of your character’s appearance is not something that I typically care about, and things didn’t change here. This looks like a slightly more powerful version of the character creator in Fallout 4, and while I simply chose one of the game’s default characters (which I found out later sported a man-bun), Mikaela’s eyes absolutely lit up when she saw just how easy it was to modify every piece of your character’s face.

After you create your character, you’ll awaken inside your private (roomy) room inside Vault 76 surrounded by party supplies and empty liquor bottles. An animated envelope on your nearby terminal catches your eye, and you soon learn that the previous night saw a massive vault-wide celebration take place. Apparently you drank too much and woke up late, as at this point the Vault is mostly empty – Reclamation Day is here, and it’s time for everyone to leave the Vault and begin to rebuild America. You leave your room, and while in past Fallout games I’ve loved spending as much time in the Vault exploring and absorbing the environment as possible (well, aside from Fallout 4 I guess), at this point Vault 76 is mostly locked down because, well, it’s time for you to leave it. A few other dwellers were running around the vault at the same time as I was, and while we tried to unsuccessfully punch each other (I had forgotten that PVP can’t even be enabled until you hit level 5) and traded emotes (I particularly like the Vault Boy thumbs up and vomiting options), at this point the game still mostly felt like a solo affair.

Before leaving Vault 76 you’ll head down a series of long hallways full of helpful robots that offer you your first supplies and introduce you to two of the new mechanics in Fallout 76: thirst and hunger. Here, you won’t just need to manage HP and Rads, but you also have a hunger and thirst meter that you’ll need to keep your eye on, and it’s pretty interesting to manage. Hunger and thirst are always visible in your Pip-Boy menu, but won’t show up on the main HUD unless either is low. Naturally, each depletes over time, and while I never felt like either meter became annoying, I was definitely more excited in 76 to come across any quality food or clean water than I had been in any previous Fallout game. Getting too hungry or thirsty will have some adverse effects, so there were definitely times that I chose to drink irradiated water, which in Fallout 76 not only increases your rads, but also has a chance of giving you a disease.

Yeah, you can get diseases in Fallout 76 too. They cure themselves over time, and there are items that you can use to instantly get rid of them, but they sound annoying as hell, which just adds to the risk / reward system of should I drink the water out of this toilet or not. I didn’t catch a disease from drinking bad water, but did catch ‘Swamp Itch’ from sleeping on a dirty mattress on the ground (resting on a mattress will slowly heal your HP). Swamp Itch gives you -2 Agility, which at this point in the game left me with -1 Agility, which had a huge effect of my AP (energy which is drained by attacking, or sprinting, or jumping, or doing pretty much anything), and just generally made exploring harder while I was suffering from it.

The moment you leave Vault 76 it’s clear just how different an experience Fallout 76 will be from previous Fallout games. This world feels lush and alive – you’re just removed from civilization instead of hundreds of years from it, so cities and buildings appear far less dilapidated than in previous games. West Virginia is a far cry from places like Washington D.C. or Boston, and I feel like I saw more foliage in my first hour of 76 than in the entirety of Fallout 4. Lighting systems have seen huge improvements (gorgeous god rays everywhere), and while it would be tough for Bethesda’s dated engine to hold a candle visually to many of the beautiful games that have released this year, the company has some of the best art direction in the business and I definitely stopped to simply stare at what was in front of me numerous times during my time with the game.

Fallout 76 also introduces a new mechanic called ‘Challenges’. To start, these kind of act like a guide of things that you should do in the game. You’ll complete a challenge for crafting your first item, roasting your first piece of meat, boiling your first pot of water, collecting X amount of wood, etc. Completing each challenge will reward you with Atoms, Fallout 76’s premium currency. At launch you’ll be able to buy Atoms with real money too, but it also seems like I was earning at least a few at a time (most challenges rewarded 10 Atoms) quite regularly. There didn’t seem to be a way to actually spend Atoms, or even see what was for sale at this point, so it remains to be seen just how many Atoms these premium cosmetic items will cost. Gamers were pretty up in arms to learn about the potential for microtransactions in Fallout 76, so I was definitely excited to see Atoms coming in at a steady clip during my time with the game, while also keeping in mind that any items purchasable through Atoms will be cosmetic only. As soon as we see some Elder Scrolls themed premium items come down the pipeline, you can bet I’ll be spending money on those.

You exit Vault 76 with a mission to find your Overseer somewhere south of your starting location. I usually play games fairly linearly, but as I wanted to feel how Fallout 76 played out as a solo player (and this opening area was swimming with other dwellers), I decided to wander off in another direction instead. I briefly migrated west of the vault before running into some strong, scary robots – I didn’t think that my fists would be any match for them, so I changed direction to avoid them and came across a battered wood mill. The outskirts of the mill was patrolled by some unfriendly looking (different) robots, so I snuck past them into the mill and gathered some wooden scraps (which I assumed would be used to build my home, or CAMP, whenever I decided to do so), some health items, fought my first hostile creature (a gross, giant tick), and found a corpse sitting on a balcony with a note next to him. The note must have been written by a friend of the corpse, and it talked of a much better mill that had better pay and no robots, among other things. A location north of me populated on my map, and I decided that as this was the direct opposite direction of my current story mission it seemed unlikely that I would come across many other players, and that there could be some useful supplies there.

So, I walked North. And I walked and I walked and I walked. It’s long been known that the Fallout 76 map is four times (four freaking times) that of Fallout 4, but it was in trekking north to the other wood mill that it finally hit me just how expansive this region is. Sure, I was distracted a few times along the way – I found a cool amusement park (an event triggered while I was here that would have me hunting wolf packs, but as I still didn’t have a gun at this point I definitely ran away as fast as I could), some sort of drug production RV (yes, Breaking Bad style), an old provincial park gorge-like area with a ton of tree-laden Scorched (freaky, irradiated humanoids with guns) and a ‘plank’ overlooking a cliff that they’d used to kill their prisoners, a random Mr. Handy robot called Mr. Veterinarian that had a myriad of cats following it, and even a neat old plane that coincidentally featured Vault-Tec colours. I continued to traverse, received a notification that I’d been playing the game for an entire hour (it really didn’t feel that long), and at this point I realized just how differently I’d been playing than I would have in previous titles.

I played 76 differently, mostly out of necessity (at least to start). That hour passed, and the only weapon in my inventory was a board (well, and maybe a knife at that point). Just an old piece of wood (it didn’t even have a nail in it). At this point it was stained red from molerats, ticks, and the odd, thankfully weak Ghoul that I had encountered so far on my journey. I had collected a little bit of ammo and even some gunpowder, but trekking across the massive wasteland without a single projectile weapon felt incredibly tense, and simply scary. Enemies that you’d typically take out long before they’d ever know you were there actually felt dangerous, and seeing a pack of feral Ghouls running at you when you had no choice but to wait for them to get within swinging distance absolutely felt threatening. I spent much of this hour walking carefully, crouching often to ensure that I wasn’t detected, legitimately avoiding areas that looked to have too many enemies (or those damned fast shooty robots), and searching thoroughly for a gun so that I could finally feel some semblance of safety (this is ‘Murica after all). I was also legitimately excited each time I found some quality food or some clean water, and anyone that’s played a previous Fallout game knows that consumables like these would often just flood you inventory, and be more trouble than they were worth.

I finally made it to the other wood mill, which as it turns out was crawling with Super Mutants.  I had spent well over an hour in the world and still did not have a gun, and there was simply no way that I was going to take on a group of (even low level) Super Mutants without more firepower. I’d spent a ton of time getting here, and I simply couldn’t do anything about it. I decided to cut my losses and to fast travel closer to the actual missions on my Pip-Boy to try to get a sense of what the story in 76 felt like… but as it turns out, fast travelling in Fallout 76 costs a small amount of caps, and at that point I didn’t have any.

As I wandered back towards Vault 76 (which again, took a very long time) I finally found a gun, along with some caps, and fast travelled back towards the first mill where I had gone off the beaten path in the first place. I traversed south and came across a supply drop request holotape, which apparently can be used in radio towers to send supplies near your location. I then found the tower itself, killed some robots (which was much easier with a firearm), and called in some supplies. These landed in a small town not far from the tower, and once I hit the town I was introduced to some of the most interesting content that I would experience in my first beta session.

The supply drop was useful and gave me some much needed food, (clean) water, and even a few stimpacks, among other things. I decided to explore the town, and was introduced to something called ‘Survivor Stories’. These are found in the environment (I’m not sure if they’re everywhere, or just in this area), and are decent length holotapes that tell the history of a specific survivor. I listened carefully to the story of a scientist, of a priest, and others, and it’s here that I first noticed just how improved the voice acting is in Fallout 76 over previous games in the series. These stories are gripping and interesting, and I ended up scouring the town hoping to find more as these tapes tapes gave so much meaning to the degraded corpses and the remnants of lost lives. Carefully searching the environment will turn up a myriad of supplies necessary for survival, but after finding just a few of these tapes, more survivor stories are what I was truly hoping to discover.

While exploring the town, I was also introduced to one of the game’s factions, the Responders. Responders were once firefighters, police officers, and medical professionals, who post-war dedicated their lives to simply helping those in need. A self-serve volunteer kiosk offered an introduction to the group, and had me testing nearby water samples for contaminants and radiation, and searching for townsfolk that had been reported missing. It also introduced the ability to collect and boil water (which I’m sure was there prior, but that I wasn’t aware of until it became part of a quest). These Responders quests made me more familiar with this world, and the content and delivery was interesting, but it was at this point that I began to feel, ironically, a little lonely in this world.

The town had multiple, real people running around, throwing me emotes, inviting me to trade and to party up (which I declined as I wanted to be the one to control this session), yet I was missing the interesting NPC’s, the vast quest lines (which I certainly hope turn up once you’re more acquainted with the world), and simply seeing humans that were not taking part in the same journey that I was.

At the same time, this loneliness absolutely felt deliberate. Your vault was the first to open, and you’re still so close to bombs falling and to the world ending, that things simply haven’t had an opportunity to rebuild at this point. In fact, that is literally your job. I miss the NPC’s and their often expansive storylines, and at the same time, it just wouldn’t feel right if they were present.

As I continued to wander, I came across the CAMP of another player on the side of a cliff-face. The CAMP had some turrets that didn’t shoot at me (I’m not sure if this is something you get to choose or if they would have only shot if I’d attacked the CAMP, as I definitely didn’t develop my own CAMP this much during my time with the game). I used the stash box there to store my junk (all stash boxes are instanced to you, and only you can access them), and the CAMPS owner passed by just as I was leaving. I waved at him, a sort of “thank you” for being hospitable with his home, and continued on my way. I’m not quite sure why, but this throwaway moment so early on felt meaningful, and it even though I was playing alone in this session, made me excited to be a part of this shared world. I’m beyond interested in seeing just what CAMPS will look like when someone is 20 or 30 or 100 hours into the game.

Eventually, I received a warning that the game would be shutting down in just a few minutes. At this point, just off in the distance was a massive, incredibly elevated bridge. I decided to head to the centre of it and to end my session staring off into the distance, and soaking in a little more of Fallout 76’s lush greenery before the game forced me to stop playing. It was here that I realized just how vertical Fallout 76’s map is compared to that of Fallout 4 or earlier games in the series. In my four hours with the game I’d climbed massive hills and looked down off of giant cliffs, but this bridge, and the tiny, tiny, world below it reminded me more of the mountains and verticality of Skyrim than the cities and sewers of Fallouts prior. It was really a breathtaking view.

The servers shut down. I was kicked back to the main menu, and I simply sat there for a moment soaking in the game’s beautiful, best in the series score (even as Mikaela watched she noted just how good the music was), and wishing that it wasn’t over.

Most of my fears, and most of my potential qualms went unrealized very quickly. Fallout 76 is Fallout, through and through, in a different age and from a different perspective. The series has never looked or sounded better. Even in just a few hours of playtime I’ve seen some incredible environmental storytelling, and I cannot wait to see what else there is to discover in this unbelievably massive world.

The game’s main story (at least to start) has you searching for Vault 76’s overseer, who left the vault just before everyone else did. Things started out a little fetch-questy, and it felt a little hard to connect with a character you’ve never actually seen – hopefully this turns around as you learn more about your overseer. I also hope that without NPC’s there to offer quests and dialogue, that the quests continue to feel as interesting when delivered by notes or by robots. I also hope that a world without human-like NPC’s, especially one of this magnitude, doesn’t feel empty over time – this early on the lack of humans makes sense setting wise and feels deliberate, but how will this feel a few dozen hours from now?

Playing the Fallout 76 beta answered a lot of questions, and naturally raised even more. I think that most important question of all, however, is: does this weird multiplayer experience feel like Fallout? And yes, it absolutely does. I’m extremely curious to see just how much content the full game has to offer, how players will treat the endgame, and just how Bethesda plans to expand Appalachia as time goes on, but I think that running a beta like this, for so long (the game doesn’t actually launch until mid-November) and in such an expansive form (the beta is the entire game) shows without question that Bethesda wants Fallout 76 to release in the best form that it possibly could, but that it also shows an amazing level of confidence in the product, a level of confidence that couldn’t be shown to wary, distrusting players through trailers or interviews or preview articles, but that players and Fallout fans needed to experience for themselves.

If I know one thing about that game after spending four hours with it this week, it’s that I’m absolutely itching to play more. I was into the game before I played it, but now I feel obsessed. I’ve been reading countless player stories to see what they’ve discovered, absorbing all of the Greenbriar footage from a few weeks back that I possibly can, and the wonderful Copilot Music + Sound cover of ‘Take Me Home, Country Roads’ has absolutely been playing on repeat. I’ve spent just four hours with Fallout 76 thus far, and now I can’t think about anything else. That’s a damn good sign.

Fallout 76 releases on November 14th. Play the beta? I’d love to hear your thoughts below!

https://youtu.be/FRPeYP6gS-s

Ever since they revealed the game a year ago at E3 2015, Rare has been non stop hard at work trying to polish off their newest creation, Sea of Thieves.

They’ve been pretty good with helping keep fans in the loop with their podcast, short haul videos, and inn side stories. One of the biggest things about the game that people want out of it is just to play the game itself so they can experience all the great stuff they’ve heard from E3 and Gamescom. Well, that time has finally come. Today, Rare launched the Sea of Thieves Insider Program Which will allow fans to sign up in order to help shape the game and even play early test builds.

The only catch to this is that you have to be 18 and have an XBL gamertag, but other than that you’re good! Check out the video below for more info, and sign up for the program right here. Sea of Thieves has no release date, but is planned on releasing for Xbox One and Windows 10.

Following the trend of recent Vita releases by Idea Factory International, the publisher has announced that two of this year’s handheld releases, MegaTagmension Blanc + Neptune Vs. Zombies, and Trillion: God of Destruction, will be released on Steam this fall. To give players a head start while making sure the games are performing as intended ahead of release, players are now able to sign up for the online beta tests.

Running from September 5 to October 9 for Trillion, and September 9 to September 25 for Zombies, there are a few requirements before you’ll be considered. First and foremost, you’ll have to love waifus of the moe variety. Officially, you’ll need:

  • A working PC with a reliable internet connection.
  • An active Steam account.
  • To agree to the Closed Beta Terms and Conditions.
  • To be 18 or older.
  • To include the following information in your application.
  • ο  Operating system:
  • ο  Operating system bit-system (32-bit, 64-bit etc.):
  • ο  Processor:
  • ο  Ram:
  • ο  Graphics card:
  • ο  Sound card:
  • ο  Steam username:

If you recall, Trillion is the unique strategy RPG / dating sim where you’ll lead an army of demon anime girls into battle against a monster that needs to be progressively worn down from its devastating trillion HP total. The more you woo your girl, the stronger they’ll become. In Zombies, the crew from the Hyperdimension Neptunia series gets placed into a school overrun by zombies, bringing back the action game play from Neptunia U and bringing multiplayer along with it; a first in series history.

If you want to give either game a shot, sign up here for consideration. Then make sure to come back and tell us what you think!

Dampening the surprise a little bit thanks to a previous announcement, most of us knew Halo Wars 2 was on its way. What we didn’t know was that we would get a chance to play it a lot sooner than we thought.

Starting today through June 20, Xbox One gamers will be able to participate in a Halo Wars 2 beta, giving them limited access to the game’s core features about eight months prior to its February 21 release date. The team at 343 Industries did a great job of hooking us right before the big announcement, since the teaser trailer, (which can be viewed below,) did a great job of introducing its new characters while setting the stage for such a massive conflict.

For those who are unfamiliar, Halo Wars was an attempt to bring Real Time Strategy games that have been popularized on the PC to consoles, featuring the popular characters and units from the main Halo franchise. Receiving a certain level of acclaim in its own right, it wasn’t enough to keep Ensemble Studios, the talented team behind the popular Age of Empires franchise, from being shut down. Because of this, many thought we would never see a Halo Wars sequel until 343 and Creative Assembly took the reigns.

After what we’ve seen so far, let’s just say we’re happy that this revival is happening. Eventual Xbox Play Anywhere support will allow cross play and cross save support between console and Windows 10, allowing us to keep the fight alive no matter where we are. What say you, gamer? What are your thoughts on Halo Wars 2, and will you be online this week throughout the game’s beta period? Sound off below!

The HIGHLY anticipated sequel to DICE’s 2008 smash hit has just received it’s own story trailer.

Mirror’s Edge: Catalyst was first announced at E3 2013. It was met with uproarious praise from journalist and gamers a like. Mirror’s Edge: Catalyst is a sort of reboot/re-imagining of the first title. Players take up the role of Faith, a “runner” living in a dystopian future much like that you would find in yourself in while watching Total Recall or iRobot. “Runner’s” are parkour courier who race across the rooftops of the city, delivering contraband and illegal messages. The game features a first person freerunning mechanic that was quite well received.

Enough vamping, time to check out the incredible story trailer!

Mirror’s Edge: Catalyst comes out May 24th on PC, PS4 and Xbox One.

Interested gamers can sign up for a beta of the game on the official website. The beta has no announced release date as of this writing.

As one of the biggest perpetrators when it came to nickel and diming in their games with downloadable content in the previous generation, it looks like Capcom is working towards regaining some goodwill.

At EVO, the team behind Street Fighter V revealed that the copy you buy early next year will be the only copy you ever need to own. In lieu of the “Super” or “Ultra” versions that have become a running joke over the years, (so much so that the company teased itself when it released Super Ultra Dead Rising 3 Arcade Remix Hyper Edition EX,) the team promised that all content would be rolled out over time as its completed, which can potentially extend the life of the game for years to come.

But how much will this cost? According to Capcom, it’s free if you want it to be! While the option to purchase these characters with Zenny, (which is bought with real money,) the hilariously named Fight Money can be earned through regular play. Fight Money can be cashed in to buy the new content in game, allowing players to travel back to ten years ago and actually unlock new fighters just by playing the game. Exactly how difficult it will be to accumulate this currency has yet to be detailed, but the fact that everything can be used in game without paying an extra dime is definitely a step in the right direction.

To me, this is the best case scenario of what DLC can be. When it was first promised all the way back in the original Xbox days, it was advertised as a type of PC expansion set for consoles, which would expand our games for years to come with huge amounts of content. What we ended up with, was disc locked content that was already completed and planned before development, content being pulled out of games to sell later, and releasing bare bones titles that would later sell the same kinds of items that would have been unlockable only a few years prior. If this model proves successful for Capcom, we can only hope more of the industry will follow suit.

Don’t forget to pre-order in time to join the PS4 online beta on July 23rd! Let us know what you think of the news, then get your games ready and throw down with us later this week!

Source: IGN.com

It’s here, folks! Let’s be real here, we all knew it was coming. 60 fps, 1080p, Gears of War Ultimate Edition promises to play just like we remember. To be clear, this is not a remaster of the past three games. Ultimate Edition features only the first Gears of War title.

But don’t let that stop you. Codes for the games beta are being rolled out to Xbox Live members. It is a public beta that will run throughout the week so we can all get in on the action. And if you’re having trouble downloading the beta to your console, do not fear, I am too.

Gears of War Ultimate Edition releases August 25th, 2015.

HOLY CRAP FOLKS! Blizzards take on the MOBA is ALMOST HERE! Heroes of The Storm is only a few months away!

Announced today on their official blog, Blizzard bears it all.

Heroes of the Storm will launch with more than 30 playable Heroes, over 130 Skins, 14 steadfast mounts, and 7 dynamic Battlegrounds, each with unique challenges to overcome—and even more Heroes, Skins, Mounts, and Battlegrounds are on the way! Over the last year we’ve also implemented over 430 different color Tints across our Heroes, Skins, and Mounts to help you customize your look so you can brawl in style. These color options will continue to be unlockable for free as you play your Heroes and seek to master them on field of battle. Rest assured that we’ll have even more exciting Heroes developments in the coming months.

I for one, am extremely excited for this title. I’m not a HUGE fan of MOBA’s, but respect the genre and its popularity. It’s a game of skill, where the players ability shines through. I equate games like LoL and DOTA 2 to that of Counter-Strike. The best part of Heroes of The Storm  is the crossovers! Who doesn’t love a good crossover?!

 

Heroes of the Storm: BlizzCon 2014 Line Up
Heroes of the Storm: BlizzCon 2014 Line Up

Continuing its storm of announcements at BlizzCon 2014, Blizzard announced the Closed Beta for Heroes of the Storm will be begin on January 13th, 2015.

Players can opt into the Beta through their Battle.net account on the Beta Profile Settings page. Players can also win access to Heroes via the Bring Your Friends to the Brawl Facebook app.

Heroes of the Storm is a free-to-play brawler staring fan favorites characters from across the Blizzard universes. Players can customize their heroes and engage in 5 v 5 battles across a variety of battlegrounds–each one requiring a different strategy.

New characters announced at BlizzCon this year include Thrall, Jaina, the Lost Vikings, and Sylvanas; as well as two new battlegrounds, The Sky Temple and the Spider Queen.

The Lost Vikings, one of four new heroes announced at BlizzCon 2014.
The Lost Vikings, one of four new heroes announced at BlizzCon 2014.

Blizzard plans on introducing new heroes every four to six weeks, and promises a lot of consistent new content every few months once the game goes live.

Check out the intro video below to see the new heroes in action, and let us know in the comments which hero you’re most excited to play!

 

E3 is done and the dust is settling. One of the most interesting practices from this year’s convention was the inclusion of same day access to some of the products being introduced. Sony had a couple of indie games and Microsoft offered up an XBLA game, all available about an hour after they were announced. The most impressive of the bunch was the Battlefield: Hardline Beta going live during EA’s Press Conference.

Most likely pushed up after the major leak, the beta signup was quick and I got a response in a day. I downloaded the game and fired it up over the weekend. If you’re not in the know, Battlefield: Hardline takes the series out of the….Battlefield, and puts it in the streets. Instead of Jarheads and Terrorists duking it out we have Cops and Robbers. The one map we have access to is VERY much Downtown LA, and the beta is showcasing two new game modes.

BFH_DowntownLA

Heist Mode is my particular favorite of the two new ones. The criminal team is tasked with blowing open the doors on two armored trucks and then taking the cases inside to an extraction point. This gametype gets really hectic really fast as both teams rush to get to the trucks. If you have a good squad of criminals, this one can be over a lot sooner than you think. Only downside is the armored trucks are in the same spot everytime. Having them change each round would be a major upgrade.

Blood Money is an interesting take on capture the flag, were as instead of a flag on the map, there is a cart of money. The cart is stationary in the middle of the map and contains $5 Million. Players can snag the money in increments of $100k and hold a max of $500k at a time. The goal is to get that money back to your vault, and whichever side has the most WINS!

Firing up the game for the first time, I joined a server and was tossed on the Police side. The first thing that I notice is the leveling system. You still have to level your character up by winnin’ and killin’, but now equipment is bought from awarded currency. Gone are the days of grinding out with a rifle so you can get a new set of optics for it, just so you can kill faster so you can get the next gun. I picked the Assault class and hopped in, got my bearings from the mini map and jumped into a police cruiser. The first thing I noticed in game was the sound quality/detail. The roar of the engine sounded very substantial, and the shots off in the distance echoed around buildings. I finally got to the first truck and that is when I noticed the next upgrade to the game, the destruction.

BFH_PoliceBarricade

I think this time around, DICE and Visceral turned down the realism. In Battlefield 4, explosions and destruction felt fairly realistic, that is not the case in Hardline. When I arrived at the first truck, it felt like a scene out of The Expendables. Explosions, gunfire, environmental destruction. All felt turned up to 10, and then pushed through the ridiculousometer. Rockets blasting into cars. Helicopters having dog fights while weaving around buildings. Countless rounds of machine gun ammo flying through the air. It all felt, bigger and better than previous titles. Running down the street during this first skirmish, I felt like I was in the movie Heat.

The round quickly ended, as I joined late and we held the criminal scum at bay. Sides were changed. Now embracing my sudden life of crime, I grabbed a street bike and a squad mate hopped on the back. We were first to the truck and quickly planted the C4. After the arbitrary countdown, we had to plant another. Eventually blowing open the truck. All the while it felt like we were in a Michael Bay film. My partner grabbed the case and we found ourselves another motorcycle. This time the drop off point was atop a building. We drove close, hopped in the elevator and rode to the top. “Way too fucking easy” I messaged to him, just as the doors opened I realized I spoke to soon. We had climbed into the WRONG building, and were in fact across the street from our drop off point. Running around in desperation while we figured out what we needed to do, a squad mate spawned on us. Our newly materialized ally was soon to be the savior of the criminal underworld. Returning to the Battlefield series was the zip line crossbow. Like some sort of magician, our new friend shot his bow and birthed our escape. A zip line now hung tightly between the two buildings. We grabbed on and quickly flew down, dodging sniper fire from the roof. We landed, dispatched the near sighted snipers, and won the game.

Final Thoughts

Battlefield: Hardline is currently the topic of contention with the gaming community. Some feel that it is severely overpriced, and is essentially just a reskin of Battlefield 4. The fear is that the Battlefield series is going the way of Call of Duty where they churn out a new title every year. Interesting enough, if you look at the Battlefield release dates there has never been more than 2 years between titles. 

Hardline is fun. The new mechanic of buying weapons and loadouts is very refreshing. The new weapons don’t feel as “Tacticool” as the ones from BF4, and I find that to be more fitting for this game. The new vehicles are a nice change of pace from the same stuff we’ve had to dink around in since Battlefield 2. The new game modes are a blast. The map we have access to is a joy to fight in. The sound design is a step in the right direction.

So I obviously enjoyed myself, and that means I think everyone should go out and pre-order it right now, right? Wrong. For right now anyway. Yeah, everything I’ve had to experience (sans glitches) was all and all an enjoyable experience, I really enjoyed not being an army dude fighting other army dudes in the desert. Hardline, as it stands right now, isn’t bringing enough new content to the table. The two new game modes aren’t enough. The maps aren’t enough, as BF4 has another expansion on the way.

DICE and Visceral need to bring some new, unique gametypes come release day. Because at the end of the day, two new gametypes, a handful of maps, new player and vehicle skins, and some amplified explosions does not equal $70. I had a lot of fun with what I played, but I will not be preordering this title unless we get some more stuff to get excited about.

Are you playing the beta? What are your thoughts?

Briefly: Mojang’s lesser know, but still awesome Scrolls (which launched for PC/Mac/Linux back in May 2013), is headed to iPad.

In a Mojang blog post focussed on “what’s next for Scrolls”, the developer stated the following:

It’s been a while since the last update on Scrolls development, so here’s a handy post on that very subject. Read and learn, honourable Scrolldier.

A new ranking system

We’re working on a new system that will express ranks in a more palatable format. Check above some some visual spoilers from Henrik.

Also, Jeb (yes – the friendly Minecraft guy, who just happens to be one of the most ardent Scrolls players in the office) has been helping develop ways to reward both hyper-competitive and lower ranked scrolldiers for their dedication. The plan is to integrate some kind of weekly reward system.

 
A new tutorial

We’re aware that Scrolls can be intimidating for beginners. To combat this, we’re replacing our existing tutorial with two snappier ones that’ll teach basic mechanics within a few minutes play.

 
Audio and visual tweaks

Mattis returned from his Japanese vacation inspired and livelier than ever: “I want to juice up Scrolls, yo!” But what does this actually mean? It means that Mattis is looking into ways to make the core gameplay of Scrolls more rewarding. Powerful attacks should have more oomph, and enchantments should be more visually striking.

Similarly, Aron has been working on improving Scrolls’ sound systems. This means we can add new audio effects to units, spells and enchantments.

 
The demo version

The team are also working on a demo version of Scrolls. It won’t affect how existing Scrolldiers play, but will provide a slice of Scrolls gameplay for the curious. It’ll also make things a lot simpler for… you guessed it…

 
The tablet version

An iPad/tablet version of Scrolls is in the works! We’ve enlisted the aid of Ludosity to port Scrolls into flatter, more touchy devices. We’ll have more news on this soon.

The game is addicting, a ton of fun, and with a port coming from the developer of Card City Nights, the world of Scrolls will soon expand in a good way.

Are you already playing? Will you be checking out the tablet version? Sound out below!

The month of Valve is over, and all of those features announced with the Steam OS are but a distant memory. All except one, that is. The Steam Library Family Sharing just hit its public Beta, and some of us here at Geekscape got our hands on it just a bit early. Here are our initial thoughts.

The Steam Family Sharing program was announced back in September to much acclaim and fanfare. It allows user to authorize another computer and let someone have access to their Steam Library. Simple as that. But how does it work in practice?

I was invited to the Press Beta Test a few weeks back, and I was very excited to give the service a try. I had just built a pretty powerful gaming PC for my Dad and he was itching for some new games. Signing up was simple enough, I just went into my Steam settings on my account and opted into the Beta, and restarted. Then I was stuck.

Screen Shot 2013-10-16 at 9.30.06 AM

There was no new interface added to my Steam, so then started the long and arduous process of hunting through every single menu looking for Family Share. I crawled through the settings and found only an option to view authorized accounts and computers, but no way to ADD anyone. The original press release said that users could request access to the library of someone else, so I figured the borrower had to ask the lendee. So I walked over to my Dad’s PC and started the long and arduous process of finding the request for authorization option.

Is it found by right clicking on your friends list? Nope. Is it found on the lendee’s profile page? No. Is it found on the store page for a particular game you want to borrow? No. There IS no option to request authorization. There IS no option to GRANT authorization, and here lies my biggest gripe with the service. The vague stipulations attached to actually getting the program to work.

When the product was first announced, the general consensus was that any user could be authorized (up to 10) and then have access to your games. If you wanted to play a game and they were using it, they would be given  “A few minutes to finish up or buy the game for themselves.”.  That sounds like if your Dad in another room (or state/country/planet) is playing your Bioshock and you want a crack at it then he’d be kicked off. That’s not how it works.

RequestingAccess

Wanna know how it works? The lendee (owner of the games) has to log into their account on the borrowers machine, then log out. Then the borrower logs in and can see a separate list of games from the lendee’s library. There is NO option to remotely authorize an account or computer. If you want to lend your games to a family member or friend that you do not have physical access to you are out of luck. The only way around this would be desktop sharing.

So far the remote authorization is the only complaint I have with the service, and from just lurking the Family Sharing support forums it seems everyone else shares my opinion. The service works great and every game that my Dad tried fired up no issue.

We are going to continue testing Steam Family Sharing and see if we run into any glaring issues. Valve has said they are going to be adding more features when Steam OS and Steam Machines beta is launched. Hopefully they will add in remote authorization.

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Beta Phase is Go!

New World Interactive’s (NWI) first person shooter, Insurgency, has just entered its Beta phase after a lengthy Alpha on Steam.

Insurgency is the sequel to the free-to-play Source mod Insurgency: Modern Infantry Combat, and the game stays fairly close to its prequel’s hardcore, realistic sensibilities, which should delight the dedicated fans of the original game mod, while its power-to-the-players development cycle is intriguing and should help build a large player base.

NWI set out wanting to create a game that was responsive to the comments and suggestions from the players, and to further that goal, they kept the development phases open to those interested. The Alpha phase has been available on Steam since April 2103, and now the Beta phase has been released. The Beta gives players full access to the current maps, a fairly varied weapon inventory, and the opportunity to not only give suggestions and critiques, but to play with the developers themselves.

Buhriz Map; Courtesy of NWI
Buhriz Map; Courtesy of NWI

The Nitty Gritty

The game allows players to choose which server, modes (four MMO or two Co-Op), maps (eight different ones with different objectives), team (Security, a private military company, or Insurgents, which is, yeah, what it sounds like), type of squad/function on team (Alpha, Bravo, Charlie and Delta squads all have slightly different builds and perform varied functions; Alpha and Bravo are assault, with Charlie and Delta providing cover and heavy artillery) and character build.  No gender choice—it’s a man’s’ world out there.

The gameplay is unforgiving, gritty and realistic; there are no friendly HUDs or cross-hairs; aiming is done either through the true-to-life iron sights, or by just holding down the trigger and pray-and-spray-ing. Teams survive—and eventually win—by taking and holding strongholds and objectives on the Map. The gameplay can go from prolonged tug-of-wars for dominance to minute-long lightening strikes, depending upon the map and mode chosen. How teams work together obtaining and retaining objectives effects the upgrades available and has a long-term impact on the team’s ultimate victory, which reinforces team play and coordination.

Weapons are realistic (AKs, M-16s) and are upgradeable in-game (hints of Counter-Strike here). Upgrades are gained at a pre-determined rate based upon mode and type of gameplay—forcing players to choose the upgrade best for the fight at hand, not necessarily for the long term. These sort of get-me-out-of-this-situation-alive-and-I’ll-deal-with-tomorrow-later decisions are part of what make the game feel so visceral.

Heights Map; Courtesy of NWI.
Heights Map; Courtesy of NWI.

And…Then…There’s Just One Thing

NWI tries to strike a balance between one-life gameplay and prolonged action. For seasoned players, they succeed. However, for players new to FPS co-op play, this may not be the best game to start with. With no single-player option, tutorial mode or even a ‘noob’ server, players are thrust right into the action with more experienced players. FPS co-op play is not where you want to cause other people to  wipe—its players aren’t known for their cuddly, loving, supportive, hug-it-out approach to people not playing well. That being said, the game is in Beta and if the changes made since Alpha release are any indication, we’re excited to see what the final product is.

The game’s Beta is currently open to all via an early access pass on Steam for $19.99. The full game is expected to be released in 2014.

Already playing Insurgency? Be sure to let us know your thoughts below!

I’ve dabbled in Minecraft for years, and I’ve certainly heard of Scrolls, but had no idea what the incredible folks over at Mojang had in store for us until watching the game’s launch trailer.

Scrolls combines elements of board games, trading card games, and of course, video games, into a solo or online experience that I’ve been dreaming of for years, but which has never actually existed.

Just as they did with MinecraftScrolls will first launch as a beta on June 3rd, and anyone who has pre-purchased the game will get access to the beta, and every subsequent version until the final release. It’s a great sales strategy, and one that has obviously worked for Mojang in the past, so it’s no surprise that they’ve taken the same route with Scrolls.

Watch the launch trailer below, and get your wallet ready. You can pre-purchase the game here!

Finally! After waiting for so, so long, the beta is coming for Ghost Recon: Future Soldier. On April 19th, you can get into the beta three different ways:

1. Own a copy of Splinter Cell: Conviction. You can access the beta from the game.

2. Get a beta key for the Xbox 360 version by pre-ordering the Ghost Recon: FS at GameStop.

3. Playstation Plus members will receive a beta key.

No word on when PC gamers will get a crack at the beta yet. Hopefully, we will see some news this month about it. The window for the beta is April 19th to May 2nd. I reached out to Ubisoft for info if there is another way for PS3 gamers to get a beta key other than Playstation Plus. I will update this post when I get a reply.

Ubisoft also announces Ghost Recon Network. Much like how Call of Duty Elite has a website that integrates alongside the mobile apps for stats in the game and changing weapon load outs, Ghost Recon Network will function the same way.

Customize and share in-game weapons on the go
•  Use GunSmith mobile to customize weapons down to their inner parts in 3D and sync them to consoles
•  Publish weapons to the GunSmith Gallery and browse guns posted by the Ghost Recon Network community

Track player history and friends’ in-game status
•  Access personal player performance on Ghost Recon: Future Soldier & upcoming Ghost Recon games and compare stats on leaderboards
•  Receive challenges, friend activity reports and community updates via the website or push notifications on smartphones and tablets

Receive exclusive rewards
•  Download the free Ghost Recon Network app at launch to unlock additional attachment credits in Ghost Recon: Future Soldier
•  Earn weapons and weapon skins in Ghost Recon: Future Soldier by playing other Ghost Recon games or interacting with other Ghost Recon experiences

Become a better player
•  Study detailed game information and heatmaps to prepare for the next battle
•  Build and manage your squad, add recruits and search for competing squads

Players will be able to play around with Ghost Recon Network and the android app during the beta period. Can’t wait to see you all in the beta. Now where did I put my Splinter Cell: Conviction box?