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Gothic 4 ArcaniA

Gothic 4 is set 10 years after the last installment and situated on multiple southern islands, each with unique fauna & flora according to various climate zones. The game will feature a day & night cycle, changing weather, and depending on the time of day altering spell casting abilities.

ArcaniA: A Gothic Tale is set in a rich world that invites the player to explore all of its innumerable attractions and details. Different climate zones, abundant flora and fauna, subterranean vaults, and cities and castles with unique architecture await the adventurous player. Clouds darken the skies, weather effects such as wind and heavy rain influence the game world, keeping it endlessly fascinating with its amazing graphics, day and night cycles, and a stunning display of light and shadow. Wonderfully atmospheric music and top-of-the-line sound effects create a truly immersive playing environment. A multitude of entertaining and challenging quests, challenging combat, mysterious NPC characters and a sophisticated plot guarantee many hours of highly entertaining gameplay.

The Southern Islands await!

War covers over the Southern Islands like a blood-drenched shroud… and finally, War reaches the idyllic isle of Feshyr in the Southern Seas. The protagonist of ArcaniA – A Gothic Tale returns from an adventure to find his home town pillaged and looted. The aggressors’ ships – with an Eagle displayed on their billowing sails – escape over the horizon.

Seeking revenge, the hero leaves the destroyed city behind and soon realizes that this cowardly attack did not just happen on a reckless mercenary`s whim. An evil power lies waiting at the threshold of this world, and our hero will need to face this nameless evil. Yet the hero is not alone – his fate is linked to that of a beautiful, mysterious lady as well as a powerful artifact from the long-forgotten distant past, which plays a major role in the grandiose new RPG adventure.

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Mafia 2

Playing through the latest build of 2K Czech’s Mafia II, I was strangely forced to question what it is about open-world action games that draws us in and at what point does the genre change from a playground of creativity to something much more narrative-led. You’d assume the latter would imply an experience that was inherently restrictive, but Mafia II is proving to us that this approach has its merits and may in fact be perfectly suited for a character piece.

I’m forced to bring this up because delving into the Mafioso world of Empire Bay is an incredibly rich and cultured experience. This is a world built with an eye for detail and with a very deliberate nostalgia tinted design. But, for the lack of a better alternative comparison, when placed up against GTAIV (or even Red Dead Redemption), Mafia II has taken a different tact when it comes to giving its player’s choices and an open-world.

Mafia II has character at its heart. Unnecessarily handsome lead, Vito Scaletta, and his portly friend and connection to the criminal underworld, Joe Barbaro, have clearly been crafted with love. So too have the environments – the opening of chapter two sees Vito returning home from Europe and the war. He wanders around his old neighbourhood as snow trickles from the sky and ‘Let It Snow’ fills the streets with a melancholic and quintessentially American vibe and it’s incredible how well the scene is set.

Red Dead Redemption balanced the base necessities of its open-world action and managed to insert its story without too much trouble – it helped that its setting already allowed for a reasonable level of violence in the first place, but Mafia II doesn’t have that option. Where it succeeds, though, is in making its players want to adopt the role of Vito. As he walks home for the first time, still in his military uniform, the world around him feels alive, arguably more than in many open-world games. And it just looks damn good too.

In order to tell its tale, it relies heavily on cut-scenes and in-game dialogue between characters – these wear their inspirations clearly on their sleeves and, as such, the pacing as feels much slower and, dare we say it, more adult. These differences from the established norm are not a bad thing – Mafia II’s intelligent, methodical and insightful approach is pitch perfect for a game that has reflections of some of cinema’s greatest mob movies. In fact, the only negative for this character and narrative-driven approach is that the animation and lip synching aren’t quite up to scratch, yet.

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Medal of Honor 2010

You begin your online career as a U.S. Army Ranger, but progress up levels, unlocking new items on your way to becoming a Tier 1 Operator. And you definitely want to become Tier 1 — that’s when you unlock a beard. The beard doesn’t kill, it just looks bad ass. On the way to unlocking a beard, you’ll be opening up new modifications for your weapons. Weapons can support three mods, which can be switched out between rounds. DICE promises hundreds of combination’s. Weapons will become one of the biggest variables in Medal of Honor, far more so than in more first-person shooters.

There are four modes available in Medal of Honor multiplayer, two in the beta, spread out over eight maps. Combat Mission takes you to the Helmand Valley, an actual location in Afghanistan. This is a series of objective-based missions. The one I was shown had us playing as U.S. soldiers attempting to destroy a large weapons cache. Our opponents played as Taliban insurgents hell-bent on stopping us.

In true DICE fashion, Combat Mission requires teamwork if you hope to beat down the insurgents and take out the weapons cache. Everyone can run around like independent jerks, which is exactly what happens when you get a dozen journalists in a room, but once this game is out, working as a team can only help.

Medal of Honor seems to be the perfect combination of Call of Duty and Battlefield: Bad Company 2. You no longer have to fight over which game is better, because Medal of Honor offers the best of both. If the full game is as good as the demo I’ve seen, then this may just be the multiplayer game of the year…

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Deus Ex 3

A new Deus Ex: Human Revolution trailer has been released by developer Eidos Montreal and publisher Square Enix.

Deus Ex: Human Revolution is a prequel in the Deus Ex timeline, but like the previous Deus Ex games,  Deus Ex: Human Revolution takes place in a dark, technological world reminiscent of Blade Runner. The year is 2027, human augmentation is new, powerful, and controversial. And the world teeters on the brink of chaos in what is sure to be a corporate and government-laden conspiracy story.

The trailer is all cinematic, but hopefully the mixed stealth, martial arts, and gunplay action in the cinematic is indicative of the gameplay we can expect when it releases sometime in eary 2011. Whether or not the game will live up to the classic Deus Ex remains to be seen. It’s already been revealed that the RPG elements from the game will be gone.

The original and critically-acclaimed Deus Ex was developed by Ion Storm and combined FPS and RPG elements into a story that truly offered the player choices about how to play the game, and those choices actually affected the game’s story. For example, at a key point in the game you could choose to follow orders and execute a target, or disobey orders, at which point you engage your partner in a battle (and kill her). Deus Ex also offered three distinct endings.

Unfortunately, Deus Ex: Invisible War fell a little flat in the footsteps of its predecessor, and played almost like an action-adventure game. It was largely criticized for being overly simplified to accomodate consoles of the day. (As a retrospective ‘review’ of the previous games, we’d give Deus Ex five stars, and Deus Ex 2 three stars.)

So here’s hoping Deus Ex: Human Revolution can live up to its parents  and gamers expectations.

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StarCraft 2

Also known as: StarCraft 2, StarCraft II Terrans: Wings of Liberty, StarCraft II: Wings of Liberty — The Terrans Campaign

The long-awaited return of StarCraft has been rumored for years, and now is finally official — Blizzard officially announced on May 19, 2007 the sequel to its incredible strategy title Starcraft.

Designed to be the ultimate competitive real-time strategy game, StarCraft II features the return of the Protoss, Terran, and Zerg races, overhauled and re-imagined with Blizzard’s signature approach to game balance. Each race will be further distinguished from the others, with several new units and new gameplay mechanics, as well as new abilities for some of the classic StarCraft units that will be making a reappearance in the game. StarCraft II also featurse a custom 3D-graphics engine with realistic physics and the ability to render several large, highly detailed units and massive armies on-screen simultaneously.

Each chapter of Starcraft II focuses on a specific faction of the Starcraft war. By splitting the game, players will access more story content, more characters, and more customization as the explore each side of the conflict.

There are two games out there that dominated pro gaming competitions for years – one is Quake, the other is StarCraft. Both are old-school and hardcore games, but not in a bad way. Though few newer gamers understand why, each game was popular because it ruthlessly punished mistakes. The second-best Quake player in the world would be lucky to get 2 kills for everyone 10 the best Quake player got. Not because the best player was that much better, but because the game so mercilessly exaggerated skill differences. The same goes for StarCraft, though not to the same extent, Look for this game in stores July 27, 2010 awesome news guys.

GeForce GTX 480

GeForce GTX 480

Before we really get into things, let’s set the stage for these new products. It isn’t exactly a secret that NVIDIA has had an amazingly hard time of it while ATI introduced their entire HD 5000 series DX11 line-up over the course of a few short months. The GTX 295, 285, 275 and 260 were all but discontinued since they never had a chance when it came to their price / performance ratio versus the 40nm ATI cards. NVIDIA has also lost a valuable portion of their market share to ATI considering the red team managed to ship over a million DX11 products before NVIDIA even had the chance to offer a single competitor. The main reason behind this delay is NVIDIA chose to proceed with a highly complicated architecture that proved to be a royal pain in the ass to produce in volume while their competition was able to slightly modify and expand upon an existing design. Not only did this allow ATI to achieve a 7-month monopoly in the DX11 marketplace but it also caused significant worry about the viability of GF100 itself. Nonetheless, the GTX 480 and GTX 470 are finally here and are here to stay…for the time being.

The higher end of the two cards –the GTX 480- is the one we will be focusing on in this particular review and it will also represent NVIDIA’s flagship product for the time being. Accordingly, it is set to go up against the HD 5870 for the fastest single GPU crown while bringing technologies such as 3D Vision Surround, OpenCL support and the CUDA GPGPU programming language to the table. Talking about features is one thing but in what will be a disappointment for many, NVIDIA decided to give their current flagship product 480 cores even though the architecture itself supports 512. We are expecting a 512 core product to make its way into the market at some point but at least not for the next several months. Nonetheless, we have been told that even the 480 core version is considered the hottest-running single GPU card around.

While the core itself is capable of sporting up to 512 cores, the flagship GTX 480 has mysteriously “lost” 32 cores (totalling one SM) somewhere along the line while the $349 GTX 470 has two SMs disabled giving it 448 cores. With the elimination of a single Streaming Multiprocessor also comes the loss of four texture units but the memory (384-bit), L2 cache (768KB) and ROP (48) structure retains the maximum allowable specifications. It also receives a whopping 1536MB of GDDR5 memory. The choice to go with 480 cores wasn’t discussed at length by NVIDIA but if we had to hazard some guesses, we’d say there currently aren’t enough 512 core parts capable of 700Mhz and higher clocks coming off of the production line. Sacrifices simply had to be made in order to ensure the necessary number of units were available when they are shipped to retailers and that power consumption stayed within optimal parameters (250W in this case). Nonetheless, in the grand scheme of things, the loss of a single SM should not have a significant impact upon performance.  This is one card I will be getting and for a good reason nVidia is in my opinion the finest video card available.

Dark Desent

First look at Amnesia: The Dark Descent

What’s Amnesia all about, and where is it set?
Amnesia starts out with the protagonist waking up in a castle without any memories, except a feeling of being hunted. The player must then explore the protagonist’s past, find out what has happened and try to stop the events that are about to unfold.

On a deeper level, Amnesia is about exploring evil in humans and our goal is that the players should feel connected with the protagonist in such a way that the hero’s background should feel like their own forgotten memories. This is our basis for building a hopefully emotional and disturbing narrative.

As with our previous games, we aim to create a truly frightening experience, and with Amnesia we aim to step up from what we did in Penumbra and make something truly nightmarish. If players lose sleep after playing then we have succeeded in our goal.

Will the game be more combat-focused this time?

Their will  be no combat at all, and the enemy encounters will have the player either hiding or running. Sometimes, using your wits and the environment is needed in order to proceed. We did try out including some combat at first, but it just did not create the kind of atmosphere we were after, so we removed it completely in the end.

To be honest, although I like to play combat-focused games from time-to-time, there’s just too much killing at the core of most games. This is something that has cursed games ever since abvolt and such, having players commit a kind of genocide as they progress through the game. I think it is really sad that around 80% or so of today’s top titles have this sort of mechanic at their core. If it continues, games will probably end up in the comic book ghetto, which makes me sad.

Using the player’s imagination instead of just showing things “in bright light” is something of a rule for us. One can never create graphics that will compare to what a player’s imagination can conjure up.

Playing sounds instead of using visuals and hinting at horrors instead of experiencing them directly are examples of the tricks we use. It isn’t always easy to do, but when it works it has an extremely powerful effect. This one reminds me of the horrors of Fear 2. Look for it on PC & the PS3 price about $ 58.00

Serious Sam

Serious Sam HD

In 2001, Croteam did an admirable job of plopping the twitch mechanics of “DOOM” into a not-so-serious shooter called “Serious Sam: The First Encounter.” Its mind numbing-hypersonic pace, frenetic enemies, and the flippant protagonist won over critics and made a name for the studio. In 2010, Croteam hopes to reintroduce us all to the game, this time with crisper visuals and co-op in the XBLA version of “Serious Sam HD: The First Encounter.”

The Basics

You play as the swivel-headed Serious Sam, a less churlish Duke Nukem. When he’s not busy humming the “Indiana Jones” theme as a vicious boulder bounds by his head, he’s holding down a trigger, mowing down ugly alien after ugly alien.

This “shoot first and then continue shooting” mantra holds throughout the game, but think of its pacing like that of the speed of a hummingbird’s wings. It holds true to the “DOOM” mold, thrusting you in tight corridors and epic arenas filled with uglies and forcing you to fire fast, run fast, or die even faster.

And there’s a wee point to this. Sam has been sent back to ancient Egypt to stop an alien invasion on future Earth. The aliens followed him to this sandy setting, obviously aware of his goal, and ready to bite Sam’s head off if it all possible.

The Highs

There’s a Gun for That.
The dated design of “Serious Sam HD” does nothing for it, except in this regard: There’s a perfect weapon answer for every creep. Men with saw blades for skulls, squat cyclopedian monstrosities, or even organic “War of the Worlds”-style walkers — it doesn’t matter, there’s a gun for it. This keeps choice fresh and kept me away from relying on a single weapon like I do in so many other games built well after the original “Serious Sam: The First Encounter.” I will say this I do like the $17.99 price tag.

Four-player Co-op
The addition of a competent co-operative mode does the same as the guns — it adds just a bit more to a bland experience. It settles the hectic combat sections and makes beating the game on a harder difficulty possible.

The Lows

Old Combat Design
I still knock on “DOOM” for its monster closets, but “Serious Sam HD” takes this archaic design element to another level. “Serious Sam HD” is a monster closet. Enemies pop from every nook and cranny. They erupt from the floor, fall from the ceiling, and spawn next to vital items like health packs and armor.

It’s hard enough to fight a screen full of foes, but this chaotic mash of spawns from front, behind, and to the side makes combat stickier than it needs to be and complicates it to the point of frustration. There’s nothing worse than fending off something from the front, only to be destroyed by a surprise attack from the rear.

And there are no real combat dynamics. The AI has one pattern: rush forward. This means you’re left with using the same old combat tactics over and over again: run backwards or run in a circle while blasting until the vibration in the controller numbs your hand.

Bad Level Design
Some levels are disasters, flooded with recycled Egyptian assets and rife with boring and predictable wide-open arena locations that cater to the creature spawn mania and bullet-pumping glory of “Serious Sam.” And that’s not to mention the boring aesthetics: everything in Egypt is brown and nasty, and the monsters don’t fair any better in this department either.

No Checkpoints
There’s nothing worse than losing extended minutes of play, but that’s exactly what happens in “Serious Sam HD” if you die before hitting the Quick Save button. Lord knows how many times this has  happened to me.

Final Word

“Serious Sam HD” is a game for the people who like the original. Aside from the momentary visceral satisfaction of ravaging wave after wave of alien scum, there’s nothing here for a person looking for a fresh FPS experience. The repetitive combat, muddy visuals and archaic design of the game all work against it, I give it a 7 out of 10 thats it…

Battlefield Bad Company 2

Battlefield Bad Company 2



There is no shortage of online destinations for those who enjoy first-person gun-wielding combat, but no matter how many opportunities you get to shoot another player in the face, there is always room for one more. Especially when that one more is as exciting and intense as Battlefield: Bad Company 2. The online multiplayer in this modern military shooter is a standout, featuring huge maps, incredible destructibility, powerful vehicles, and excellent sound design. These elements combine to foster the sense that you are fighting on an actual battlefield, making many other online shooters seem more like combat arenas than believable war zones. Multiplayer battles are invigorating and addictive, but they aren’t all that Bad Company 2 has to offer. The sizable campaign takes you to beautiful and exotic locations where you’ll be sorely tempted to take a break from shooting bad guys and blowing things up to admire the scenery. Your hilarious and endearing squadmates are great companions, giving the campaign a rich sense of character not often found in the genre. The result is a very entertaining adventure that, coupled with the excellent multiplayer and top-notch technical presentation, makes Battlefield: Bad Company 2 something special in the world of shooters.

The beginning of Bad Company’s second tour finds Sarge, Marlowe, Sweetwater, and Haggard stationed in a wintery valley, supposedly serving out Sarge’s last tour of duty. Lofty mountains loom high against the bright blue sky as you sneak your way between snow-laden trees and out across a frozen river. As you infiltrate a small village, the snow muffles the sound of your footfalls, and when a firefight breaks out, your ears ring from the concussion of nearby explosives. One daring escape later, you’re dropped into the Bolivian jungle, where mosquitoes whine in your ear as you walk in the dappled light of the jungle floor. Gunfire doesn’t echo very far in the forest, but beneath the corrugated tin roof of a logging outpost, each bullet is a cacophony unto itself. This vivid, engaging world is a testament to Bad Company 2′s remarkable technical presentation. The stunning landscapes are matched by the diverse, intriguing terrain in both rural and urban environments. The excellent sound design further enriches your sense of place, and each gunshot, footstep, and exclamation fuels your battlefield awareness and informs your tactical decisions. Though there are some blurry textures, occasional screen tearing, and awkward moments caused by the pervasive environmental destructibility, these are mere blemishes on the ambitious look and immersive sound of Bad Company 2. We here at UberForces just love this awesome game it is a must have for all gamers..For more Info on this game and many others please visit our forum’s board

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