Showing posts with label order. Show all posts
Showing posts with label order. Show all posts

Thursday, August 23, 2012

Limited Edition Borderlands 2 Top Trumps

Independent game shops around the UK will be selling limited edition Borderlands 2 Top Trumps to those who pre-order the game.

The 'Guns Guns Guns' deck will never be sold at major retail outlets, with only 5000 decks being printed.

“Only 5000 packs of cards will be distributed across the country and will be available on a first-come-first served basis to those who pre-order Borderlands 2. Once they’re gone, they’re gone so I’d encourage people to check with their local Indie store to see if they’re stocking the cards”, says Ben Lawrence, UK PR Manager 2K Games, “We want to turn everyone in Vault Hunters!”

A host of Borderlands 2 special editions and pre-order exclusives have already been announced for the RPG shooter.

Borderlands 2 is out on Xbox 360, PlayStation 3, and PC in the UK on September 21st.

Daniel Krupa is IGN's UK Staff Writer. You can be part of the world's worst cult by following him on IGN and Twitter.


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Friday, August 17, 2012

Company of Heroes 2: Small Tweaks Make Big Differences

I’ve sent thousands of American, German and British soldiers to die in battle. I’ve sent men into situations where I knew they would die in order to win the larger fight, seen tanks go from powerful symbols of freedom into burning husks within seconds and put so many craters into quaint villages that they look like the surface of the moon. All of this and more I’ve done in the real time strategy franchise Company of Heroes.

Company of Heroes, more than any other game in any genre, has let me experience the horrors of war. Granted, it’s a representation wrapped up in the conventions of a video game, but it still portrays combat in a realistic enough way that it sometimes makes me reflect on how awful these men had it. Despite two expansions, the original Company of Heroes never took us to the Eastern Front, where more than 20 million people lost their lives. That changes in 2013 with the release of Company of Heroes 2, when everyone will finally get direct control over Soviet forces, taking them into battles fought and won as much by desperation as by sound tactics. Having recently tried it myself, I’ve briefly experienced battles in the most brutal front in history.

Despite having played hours of Company of Heroes, the sequel still threw me for a bit of a loop. The basic gameplay principles from the first game are carried over to the second (you still capture points to collect resources, cover is crucial, vehicle positioning matters, etc.), but many subtle changes have been implemented. Some of them, like the new True Sight mechanic, make the game feel more realistic, and make fighting in tight spaces much more claustrophobic. Since your units no longer have a 360 degree view (but instead have their vision broken up by terrain like they would in real life) you realize how much more frightening it is for a soldier to move into an area with lots of obstructions. Enemies could come from anywhere; intersections, which previously made me think of all the directions I could move, now make me fear what the hell will be around the corner. Scouting has become far more important than it was in the original Company of Heroes.

Likewise, resources play totally differently. In earlier Company of Heroes titles, you captured points with specific resources attached to them; an ammo point gave ammo, a fuel point fuel, etc. This made points with high resources an integral part of the level design, and in multiplayer this often resulted in furious battles to control a specific point that could make the difference between victory and defeat. While the details are still being ironed out, developer Relic is giving you the option to choose what resource you need in Company of Heroes 2. In an effort to encourage players to battle over more areas of the map, Relic leaves it to players to determine which resources are important. This comes alongside a smaller number of capturable points to hopefully make the maps easier to create and for you to tell when you have resources connected. In practice it’s still hard to know how it will shake out. The single match I played against the AI wasn’t enough to learn the maps or the Russian forces intimately enough to know if I should lean my resources toward ammo or fuel. Still, it’s a potentially exciting change because it makes it harder to predict what your foe is up to. Previously, if you knew they were capturing a lot of fuel you could predict what they might be gearing up to, but now you have to do more scouting and stay on your toes.

Even the way that you capture points has been changed for Company of Heroes 2. Previously, the only way to capture a point was to order a squad to take it, meaning you had to click the specific point and have a squad sit on it. This reduced their combat effectiveness, and if you weren’t paying attention the squad could be wiped out with ease. Company of Heroes 2 still allows you to order a squad to capture a point in this way, but alternatively they can just sit within a small radius of a point to take it. It’s a seemingly minor change, but it means that combat around points can become a lot more interesting, as each side is vying to see who can stay within proximity of a point long enough to capture it. It also means that things like booby traps or teller mines from Company of Heroes, which relied on the fact that the enemy was going to need to reach the point itself, won’t be effective and likely won’t be used in the same fashion they were before.

The Russian forces themselves obviously play a lot differently than the armies in the original game. It’ll take hours and hours of play to really get a hold on what makes them so special, but even during the short time I played a few things stood out. First of all, there’s conscript units. These large groups of infantry, normal citizens forced into the war, aren’t great at fighting, but are great for absorbing fire and can merge with other units to reinforce them on the field. For instance, if you had a machine gun crew down to one guy, you could use a conscript squad to bring them back up to their original size. These squads are cheap and efficient, and a bit unnerving when you realize how little value these peasants’ lives hold unless they’re used in specific ways.

Other units also stand out, feeling like variations on the past game’s units. The Maxim machine gun has a massive crew of six people and is a bit sluggish with its comparatively tight field of fire. The Russian sniper teams come in pairs instead of solo and are heavily clad in order to battle the blizzards that now sweep into levels and kill unprepared units. The Katyusha trucks fire Nebelwerfer-like rockets -- albeit a bit inaccurately -- from absurdly far away. The Russians even have an array of tanks, making an armored assault feel viable. Basically, they seem to have a bit of everything, with units that make them feel like an amalgamation of the original Company of Heroes' Wermacht and American forces.

The really striking thing about Company of Heroes 2 is the tone the game sets with its fantastic fidelity and animation. It’s easy to get caught up in the fact that I’m playing a game, but as I watch a group of conscripts struggle through heavy snow while taking machine gun fire, or throw themselves to the ground as an explosion comes a bit too close, I sometimes take a moment to reflect on the actual men and women that did that. These people endured some of the harshest conditions in the entirety of the war, and it’s great to see one of the best strategy franchises ever portraying their plight in vivid detail. It’s not often games succeed at being so much fun to play while simultaneously being intensely visceral in their portrayal of history.


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Thursday, August 9, 2012

NPD: NCAA 13 Has Big Launch, 3DS Sales Increase

The NPD Group has revealed the top ten best-selling games in the United States for the month of July.

The best-selling titles of the month, in order, are:

  1. NCAA Football 13 (360, PS3)
  2. Lego Batman 2: DC Super Heroes (Wii, 360, NDS, PS3, 3DS, PSV, PC)
  3. The Amazing Spider-Man (360, PS3, 3DS, NDS, Wii)
  4. Just Dance 3 (Wii, 360, PS3)
  5. Batman Arkham City (360, PS3, PC)**
  6. Call of Duty: Black Ops (360, PS3, DS, Wii, PC)**
  7. Assassin's Creed: Revelations (360, PS3, PC)
  8. NBA 2K12 (360, PS3, Wii, PSP, PS2, PC)
  9. Call of Duty: Modern Warfare 3 (360, PS3, Wii, PC)**
  10. Dead Island (360, PS3, PC)**

**(includes CE, GOTY editions, bundles, etc. but not those bundled with hardware)

According to NPD analyst Anita Frazier, Pokemon Conquest would be among the top 10 for the month if the chart included individual SKU sales rather than combining sales from all platforms. Frazier notes that Batman: Arkham City and Dead Island “both received a boost in sales due to the release of Game of the Year editions.”

Frazier adds that while sales for hardware and software were down for the month, sales of accessories were up, “driven by increases in points and subscriptions game cards as well as the Skylanders character packs.” She adds that “Between the characters that are packaged with the Skylanders game and the sales of the separate character packs, over 25 million individual Skylanders figures have been sold through at retail in the U.S. since the launch of the game in October 2011.”

On the hardware front, Frazier notes that all platforms had decreased sales this month other than 3DS and DS, which saw increases in sales compared to June. 3DS is also the only system to see a sales increase compared to this month in 2011.

More details coming…

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


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Tuesday, July 31, 2012

Dead Space 3, Crysis 3, Madden 13 Pre-Orders Surge

EA has announced big pre-order numbers for Dead Space 3, Crysis 3 and Madden NFL 13. According to a first quarter earnings call today, pre-orders of Dead Space 3 “are tracking almost five-times higher than Dead Space 2 in the same timeframe in 2010.” Crysis 3 pre-orders, meanwhile, “are roughly three-times what they were for Crysis 2 at this time in 2010” and Madden NFL 13 pre-orders “are up 25% versus last year.”

Elsewhere in the call, EA reported continued success for Battlefield 3 Premium, which has boosted its financials in the wake of disappointing subscriber numbers for Star Wars: The Old Republic. Looking ahead, the publisher also commented that it’s keeping a close eye on Wii U.

Overall, EA lost $130 million this quarter, with revenue of $491 million that fell just short of its $500 million forecast. EA announced this morning that it will hire former Yahoo! exec Blake Jorgensen as its new executive vice president and chief financial officer. The publisher called the quarter “solid” overall and CEO John Riccitiello referred to the company’s plans as “a strategic balance that none of our peers can duplicate.”

EA also commented on the results of a recent lawsuit over sports exclusivity, noting that it’s “not out of the NCAA football business” but that it won’t hold the exclusive rights moving forward. “We’re very bullish on our NCAA product going forward and we welcome the competition,” Riccitiello said.

EA’s upcoming release slate includes NHL 13 in September in addition to Sim City in February, Madden NFL 13 in August and Need for Speed Most Wanted in October. Crysis 3 and Dead Space 3 will hit stores in early 2013.

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


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Warehouse 13: "An Evil Within" Review

Note: Full spoilers for the episode follow.

Last week's premiere restored order to the series after the chaotic events of last season's finale. We see more of the same trend here, as the show continues to gradually make the wrong things right; this time by bringing Jinks back to life. I'm happy to see Aaron Ashmore still has a job, but I'm hoping all this re-writing of history has some serious consequences that raise the stakes for the series.

This episode started off well. The team is in good spirits, except for Artie who seems to still carry stress/guilt/fear from all of last week's events. Pete's innocuous “turn back time” comment has an obviously jarring effect on Artie and precludes the reappearance of Brother Adrian, who of course doesn't know that he and Artie met in an alternate timeline. Brent Spiner gets a much better opportunity to explore the role and it's good to see him back on TV. On a separate note, here's a little bit of TV history trivia for you: Saul Rubinek (Artie) and Brent Spiner once worked very closely on an episode of Star Trek: The Next Generation called “The Most Toys” (quite a good episode if you haven't seen it).

Anyways, back to the Warehouse. This episode takes a three-part format, with Pete and Myka investigating an odd case while Artie deals with Brother Adrian and Claudia is doing her best bad girl impression. If you didn't have a ton of reasons to love Allison Scagliotti before, well you should now.

The story really takes an odd turn when Kate Mulgrew once again shows up as regent Jane Lattimer to tell Claudia that it's okay for Claudia to bring Jinks back. It's a thrilling development, made even more surprising by the late revelation that the regents actually did not approve it and Jane was going rogue. We've got all sorts of morality issues here, but Artie's time turning is the biggest of them all. There's a nice bit of thematic storytelling as Artie tries to prevent Claudia from doing something similar (but different) to what he did. It's quite a moral quandary that will surely be part of the series going forward.

Once Claudia gets the questionable go-ahead to revive Jinksy, she and Jane bring Steve back in an emotional scene where Kate Mulgrew really shows she still has the acting chops. I've really enjoyed Mulgrew in this role, and it looks like her character is joining Artie and Claudia in moral limbo. For the most part our heroes have been able to resist the temptation of artifact power, but now things are changing fast.

I also liked the little characterization moments in the script. We learn that Myka has a fear of tentacles (maybe she had an unpleasant experience with some hentai anime). And I really enjoyed Artie's desperate attempts to figure out how to get around this “evil” without unfixing the warehouse's destruction. There's plenty to like here, but there are unfortunately a number of flaws too.

H.P. Lovecraft finally gets some love in Warehouse 13. This is a deserved acknowledgment which comic and horror geeks should surely enjoy, and it's a wonder that it took this long for this series to fit him into one of the stories. Unfortunately, this artifact hunt is one of the weakest the series has ever produced. The plot with the tentacled monsters just doesn't hit any highs, and it culminates in a final scene that his horribly cheesy, partially because our antagonist barely says anything, and when he does he's not particularly interesting. Then we have the extras at the gym, who are all horrendous actors. But to be fair, the whole concept of the scene leaves a lot to be desired. And the special effects – which were gradually getting better for this series – take a little step backwards here.

But if you take out the shaky Lovecraft plot, this is a good episode that sets up a lot of pieces for the developing story that is going to carry us through the season. Still, all these new developments have been at the expense of undoing all the shocking surprises of last season. Normally I wouldn't be a big fan of this approach because it keeps us from believing that any of the major events of the series will ever stick. But at the same time, I understand the producers don't want to take too many risks with a formula that's working. The showrunners have proven themselves capable caretakers of this series, so for now I'll be cautiously optimistic that this direction will pay off very soon.


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