Sid Meier's Civilization V: Gods & Kings
Unknown | 12:40 AM |
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Iron Brigade
Unknown | 12:35 AM |
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Protect humanity from the evil Monovision menace in this Tower Defense Shooter from Tim Schafer's Double Fine Productions. In Iron Brigade (formerly known as Trenched,) use a combination of mobile firepower and stationary defenses to turn the tide of war in our favor. Customize your trench with thousands of possible loadouts. March side by side with allies from around the world as you fight your way through Europe, Africa, and the Pacific. Join The Mobile Trench Brigade!
To earn even more war honors, this PC version of Iron Brigade includes the expansion pack, Rise of the Martian Bear. The fight moves to Mars for four new missions in a brand new setting. Prior to meeting his demise, Vlad, the villain from Iron Brigade, has transferred his consciousness to his pet bear. This Vlad/Bear amalgam managed to get to Mars, so deploy your forces to this foreign planet and eradicate his evil influence!
Hitman: Absolution
Unknown | 12:23 AM |
Hitman: Absolution follows Agent 47, a cold-blooded assassin, who takes on his most dangerous contract to date. Betrayed by those he once trusted -- and now hunted by the police -- he suddenly finds himself at the center of a dark conspiracy and must embark on a personal journey through a corrupt and twisted world. Boasting a cinematic story, distinctive art direction and highly original game design, Hitman: Absolution combines much-loved classic gameplay with features never seen before in the Hitman franchise.
CALL OF DUTY BLACK OPS 2
Unknown | 10:51 AM |
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Jetpacks with rigid wings. Gloves that can adhere to any surface and support your body weight. Advertisements that feature your face when you walk by. The campaign in Call of Duty: Black Ops II has some interesting ideas about the future of technology, but what about the future of this massively popular shooter series? On the one hand, Black Ops II introduces new mission types and dramatic decision points that liven up the campaign, as well as a league play option that represents a fundamental shift in the franchise's hallowed multiplayer mode. On the other hand, the campaign hits the same satisfying rhythms, the multiplayer captures the same frenetic intensity, and the cooperative zombies mode delivers the same stale undead-massacring action. Caught between striving for the future and remaining rooted in the past, Black Ops II finds solid footing, providing another great ride on the Call of Duty rollercoaster.
The ride starts off a bit rough as Black Ops II makes good on its pre-campaign warning of graphic content. Two early scenes linger on people burning alive, and while one ends up contributing to character development, the other is just gratuitous. Later cutscenes don't flinch from depicting gory violence, though of all the unpleasant sights you see throughout the story, the playful (and not at all gory) post-credits video might be the most appalling.
Fortunately, the campaign boasts an engaging story and a lot of entertaining action. It features the lead characters from the original Call of Duty: Black Ops, and though it references events from the past, a clear narrative thread emerges that is easy to follow. You jump between two time periods: the present, which is the year 2025, and the past, which spans about a decade during the Cold War. The narrative reflections of the elderly Frank Woods (a protagonist from Black Ops) weave these two timelines together, but the character that truly drives the story is the villain, Raul Menendez. During the Cold War missions, you follow Menendez's origin story and rise to power. In the 2025 missions, you desperately try to avert his catastrophic master plan. This parallel character development is deftly handled, infusing your missions with undercurrents of curiosity and urgency.
Things get even more intense when you are asked to make a choice. Press one button to kill a target, the other to let him live. The conditions of each choice vary and there are only a few of them, but even when you aren't responding to a prompt, you might be making a choice in a dramatic moment that will have consequences later. The main course of the campaign remains constant, but these decisions do affect the fate of some key characters. A few of these moments are sure to give you pause, adding some welcome weight to the proceedings. Once you've seen the story through, there's a handy rewind feature that lets you play earlier levels in order to see how different paths play out. There are also mission-specific challenges that give you ancillary goals to complete while you do so, further increasing the replay incentive.
You can also see some variance in the available strike missions, which are a new type of campaign level. These stages put you in a squad of soldiers and drones, and then let you choose which asset to control at any given time. Defending installations against enemy assault, escorting a convoy, and rescuing a hostage are some of the endeavors you might undertake. Though you can set targets for the team under your command, strike missions are still all about you gunning down foes. Your AI allies are only good at slightly hindering your enemies, so you end up doing the heavy lifting yourself, often while tracking activity on multiple fronts and hopping around to deal with advancing enemies. Having to consider the bigger picture is a nice change of pace for a series that has mostly involved just shooting what's in front of you, and these missions are a welcome shot in the arm for the familiar campaign pacing.
Of course, familiar as it may be, that pacing is still great. The campaign ebbs and flows as you move through a variety of diverse, detailed environments using an array of powerful weaponry to dispatch your foes, occasionally hopping into a jet or on to a horse for a short jaunt, or manning a missile turret to tame a swarm of hostile drones. A few neat gadgets and surprising gameplay moments satisfy the novelty quotient, but you still get the lingering feeling that you've done this all before. The new strike missions, dramatic decision points, and memorable villain help keep this concern at bay, however, and this fiesty, enjoyable romp is more enticing to replay than other recent Call of Duty campaigns.
Black Ops II's competitive multiplayer has seen some changes as well, notably in the way you equip yourself before going into battle. The COD points system from Black Ops has been ditched in favor of a new token system that still affords you some control over the order in which you unlock new weapons and gear. The more interesting change is the new loadout system, which gives you ten points to play with and assigns a single point to every element of your loadout (guns, attachments, perks, lethal and tactical items). It offers a bit of flexibility if, say, you don't use a sidearm much but could really use an extra perk, and the new wild cards allow some limited creativity. Put one of these in your loadout, and you can go into battle with two well-equipped primary weapons, or you can load up on perks and bring just a knife and your wits.
These are two extreme examples, but tweaking your loadouts with the gear you've chosen to unlock still confers a sense of getting more powerful and better equipped for combat. These are still the fast and deadly battlefields that have drawn millions of players for years. Positioning and reflexes are king, firefights are over in the blink of an eye, and success is rewarded with deadly equipment and satisfying experience gains. New gear, new weapons, and new score streak rewards are sprinkled throughout, offering new martial capabilities and strategic wrinkles. Traditional gametypes and a few rule-bending party games all offer familiar frenetic fun, but one new mode of play holds the potential to really shake things up.
Dark Souls (Prepare to Die Edition)
Unknown | 2:23 AM |
Praise the sun! A Souls game has arrived on PC. It is surely weary. We'll let it rest, and get to the new edition's bonus content and the quality of the port in a moment. On the off chance you've been off collecting beetles for the last three years and missed Dark Souls entirely, here's a recap of why to be excited.
On consoles, this began with 2009's Demon's Souls, a sleeper hit that offered a quest so hard, so hefty, so immaculately crafted that developer From Software might have hewn it from rock. It and sequel Dark Souls summoned staggering review scores, gifting a generation of jaded gamers with a cocktail of fear and self-respect.
You're best off not taking your cues from Dark Souls' charming marketing slogan of “YOU WILL DIE.” While it's best known for being nipple-rippingly difficult, ultimately, it's all about the weight I was talking about earlier. That dark heft. First and foremost, this is the physical weight of your character, and the foreboding atmosphere of From Software's stunning world.
Dark Souls tells the story of your hero trying to save an intriguing world which, by every possible metric, fell long ago. Abominations make their homes in the forgotten nooks of a lost civilisation. A handful of enigmatic survivors are all that's left, but you're as free to talk to them as kill them, and they're as liable to help you as to lie. Best of all, the game literally kills you off somewhere between character creation and the first cut-scene. Above all, Dark Souls seems to thrill at escaping expectations.
An example is how your character controls. Just to swing a sword sees your avatar putting their back, shoulder and wrist into the blow, leaving you to wince at the weapon's weight. Hit attack again, and you'll roll the weapon around down, up and around, maintaining its momentum to strike once more, quicker this time. But every single attack, every block with your shield, every panicked evasive roll, takes a fat bite out of your endurance meter. Never mind whatever action games you've played before, you have to learn to fight all over again because, simply put, you're only human.
That might not sound so bad when you're gleefully taking apart a zombie with a mace. How are you going to deal with a pack of feral dogs? Or a rat as big as a Land Rover? These are the questions Dark Souls asks you, before leaning back in its high-backed leather chair to light a cigarette. It never rushes you. It never needs to. It simply tells you, to your face, that certain death lies this way. And then it tells you to walk.
Which brings us to the radioactive feather in Dark Souls' cap. Death is something you fear. If you die, you don't just get cast back to the nearest waypoint. You run the risk of losing any unspent XP or precious humanity points. Never mind fleeing from ghosts in brooding catacombs. Dark Souls can happily scare the crap out of you in broad daylight, with something as simple as a giant insect dive-bombing your head as you cross a narrow walkway.
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Dishonored
Unknown | 3:10 AM |
Are you getting sick of playing games that don’t actually let you play? You know the ones I mean: they funnel you down a narrow path, don’t give you much freedom in what you can do, and rely on cinematic set pieces to drive the spectacle. I am, and that’s why Dishonored is such a refreshing experience. It picks up where games like Deus Ex and BioShock left off, and puts choice back in the hands of the player.
As Corvo Attano, protector to an Empress, players find themselves in Dunwall, a grimy port city whose population is being decimated by a rat-born plague. It’s an industrial setting; a fishing town grown rich off the back of the whale oil that powers the city’s circuits. It’s also a hive of corruption, political machinations and power grabbing, and this all comes to the fore when the Empress is assassinated, and Corvo sets out to avenge her death.
That vengeance can take many forms. Unlike so many video game protagonists, Corvo is not pre-ordained to be a mass murderer. The entire game can be completed without killing a single person, so guards can be avoided or knocked unconscious, and non-lethal options can be found for assassination targets.
Of course, if you want to cut a bloody swathe across Dunwall, that’s catered for too. Just be warned: killing your way to the way to the end of the game has a number of
ramifications. More dead bodies means more rats and more guards, and a darker overall conclusion.
If you’re anything like me though, you’ll probably take an approach that’s somewhere in the middle – at least for your first play-through. Whatever you do, the mechanics are highly versatile and each setting has been designed to give players multiple options for achieving any one goal.
By way of example, in one mission Corvo has two targets to take out inside a brothel, but there is, of course, an alternative to killing them. If you can find another guest in the complex and get him to give up the code for his safe, you can then give this code to a character in the Distillery District and he’ll make both your targets disappear. In my first playthrough, I got the code, but went and eliminated both the targets anyway, then took the contents of the safe for myself.
These kind of options make missions much more engaging than if players were simply tasked with the usual 'go here, kill this' objectives. That said, it's actually the moment to moment gameplay choices that make Dishonored so compelling.
What happens, for instance, if you need to get past a 'wall of light'? These electrified gateways are set up throughout the city and will fry anything that’s not authorised to pass through them. You might be able to circumvent it by climbing up onto the rooftops and traversing around, or use the possession power to scurry through a drainage pipe as a rat and get to the other side. On the other hand you could deal with the gate itself by removing the whale oil tank that’s powering it, or hack into the system and reverse it. This last option is perhaps the most entertaining, as it means you’re now able to step through, but any guards who give chase will be instantly incinerated.
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