So we’ve heard about Gotham City Impostors for a while now, unfortunately today we hear a sad tale from WB where the game is been pushed back to February now with no specific date of when to expect it.
It’s an unfortunate setback for the game as it is set to pit 12 players head to head in mock super hero and super villain teams using licensed material from the Batman franchise of course. Xbox, Playstation and PC users will be able to get access to the game as a downloadable title and battle it out to their heart’s content. I saw the game in action at E3 2011 and it looked decent enough but unfortunately we’ll have to hold out a while longer to see if it’s worth jumping into.
For more info keep an eye on the Gotham City Impostors homepage for details. Otherwise check out the video below to get an idea of what feels like a Batman themed TF2 massive shooter.
Counter-Strike is back, many have already gotten a shot at the beta builds of Global Offensive during conventions earlier this year but now its time for a larger scale beta on the PC. We were lucky enough to get in on this beta event and report the balance and design of the game back to you guys. The problem of course is that the only levels available are de_dust and de_dust2 with a limited choice of weapons, it will not be a full preview but we’ll do our best to get the points available covered.
We’re still on the Source engine but the difference is simple, every model, level, shader and inch of the map will be honed to utilize the new engine to the fullest. While past maps in Counter-Strike: Source attempted to harness the design of the new engine, de_dust and the rest of the line-up will dump the old blocky designs for HDR and increased poly models of everything in the map as well as new textures to sharpen the final look. Many that have played it so far have referred to the game as a Left 4 Dead Counter-Strike, much of that inspired by the flow and flaming molotov option in each round.
Graphically we’re limited to dust themes, it still has a lot to show off simple because the redesign is so severe. Take a look at the comparison gallery below to help illustrate how far forward Hidden Path Entertainment is taking everyone with the visuals.
When playing through Dust and Dust 2 the old plain themes are gone, the color intensity has taken a huge step down as well. What was once a sandy flood of gold is now washed out, filled with buildings instead of walls and a gritty air and scaffolding all over. Inner passages have changed from carved or brickwork tunnels to structures and detailed rooms. If they can flip dust around in such a manner, one only has to wonder what Hidden Path will do with the rest of the Counter-Strike favorites.
When I stepped into the first night of the beta it was a nightmare, the AWP was dominating each map with increased accuracy levels for run and gun and general movement. Instead of the harder weight handicap and no-scope penalty on accuracy it was handling better than a scout in many instances, so often so that it was impossible to play without frustration. After a few days it feels like the game has balanced out, the AWP is still a monster but the balance has shifted and the other weapons tick away at health bars finally this is beta though and Hidden Path Entertainment is tweaking the game along the way.
Offense isn’t the only change in GO, players will notice a balance shift from weapon damage and a slightly longer lifespan in the game, while armor was made of rice paper before there’s now some level of buffer in Global Offensive. If you get caught with your pants down reloading though, no level of armor will stop a Desert Eagle from ripping through you at point-blank as you shuffle for a weapon. In the load out screen they’ve opted to leave out armor / kevlar and shields again which may upset some users but the map design and speed allow for even more effective cover now. Outside of that, the buy system is largely the same, just in a circle form but still allowing for users to fast key their purchases with keystrokes just as in all past versions.
Experienced Counter-Strike players will need to adapt to the adjustments for the hitbox, headshots do require a bit more finesse as they’ve tightened them slightly and long distance pistol one-shots are slowly becoming a thing of the past. Recoil is still a pain on AR and SMG weapons, kneeling still helps tighten the cross hair for a brief moment, I would suggest using short burst fire to control the damage radius if possible.
The game is also limited to 5v5 matches right now, a bit of a nightmare for anyone who played in larger circles but hopefully the next waves of the beta will showcase larger match capacity.
Looking to get all the information you can on Modern Warfare 3 before it launches next month? Check out this behind-the-scenes video on the Strike Package system to explain the functions and goals. With a bit of insight behind it and what to look forward to, players can get ready ahead of the launch for what rests ahead.
Check out the link directly or watch the video below!
Black Fire 2 is ready to rock on Crysis 2, packing a huge variety of engine changes and texture swaps it might be the best mod to have in your collection. Keep in mind this is a big swap and some major changes to textures have left them bare of Tessellation for now, if you can stomach that I suggest checking out the mod. If you’re still on the fence I suggest watching the youtube demo and getting your mind BLOWN AWAY.
Crytek did a good job with the DX11 patch but this really kicks the life out of that patch and leaves it for dead. Download it here (Translated) it’s a 9 stage process from what I can see.
With the release date of the gaming coming in just a few months the PR machine at Activision is hard at work getting the latest visuals of the latest COD out to the masses. For many gamers this will solidify their existing commitment to the franchise, for PC gamers this might fail to address many concerns about the game after the latest installment butchered the franchise.
ID throws a brick into the magic machine and comes out with two subscription packages to join the Quake Live free-to-play experience, well that seems to be the initial feeling about things. They are trying to make the transition smooth for those who want more updates and features, the Premium subscription will run 23.88 a year (1.99 a month) for the following.
20 Premium only maps with more on the way, these include new maps and player requested maps from previous games
‘Freeze Tag’ game mode
Exclusive premium level awards
Clan creation and recruitment
Custom Quake Live wallpaper
Match statistics stored for six months
Pro users get a step up paying $47.88 a year (3.99 a month)
Start your own game server, specify location and set your game mode and anyone who want to join
Invite up to three friends with standard/free memberships to play on any premium map
Exclusive Pro Awards
Create your own clan and join up to ten separate clans
Match statistics stored for 12 months
This also means that Pro users do inherit the perks from premium level accounts as well, no news is out if Pro players will get special maps of their own in the future. For double the price it seems like it should be the case.
Xbox 360, Playstation 3 and PC fans have something to be excited about, if the days of shooting it up in AVP seemed stale and boring they’re about to end. On July 7th Sega has plans to unleash the new Bughunt Map pack to the masses, packing 4 new maps and new weather types. The new locations will push players to their limits in BG-386 using DM, Predator Hunt, Infestation and more.
As a last minute twist, the maps will also include environmental damage to those who slip in on the field. Check out the video below and pictures after the jump.
The kind folks at Activision dumped the launch trailer for the game on us today, from earlier videos and screens the game seemed to be pretty awesome, we’ll find out for sure though once it leaks into the mainstream retail channels.