Thematically, Time of Dragons is a weird game. The free-to-play game caught my attention when Steam recommended that I may like it. After a quick glance, Time of Dragons reminded me of the flying missions in Turok: Evoloution; futuristic technology stuck onto the backs of prehistoric (or in this case: fantasy) creatures for no real reason… Continue reading
In the ruins of the fallen Adal Empire, you awaken with a mysterious mask on your face, and faint recollections of an esoteric ceremony. Freeing you from hunger, thirst, and even death, the mask is the creation of the Guides, the rulers of these lands, who have placed you here to determine whether you are worthy of becoming part of the elite corps of Absolvers. As you wander these forsaken lands, encountering other Prospects like you, you will learn new combat styles, acquire weapons, gear and armor, and build a team of warriors with whom to fight side by side in Arenas of combat.
Fluid Real-Time Combat: Position yourself in one of four tactical stances during real-time battles and execute devastating attacks, dodges, and parries. Movement becomes your weapon as you engage in solo duels or intense three-on-three melees battles.
Customizable Style and Flow: Players will define their character’s playstyle by picking a combat style, a weapon of choice, and arranging attacks in their Combat Deck to design their unique and personal attack flow.
Online Multiplayer Action and Narrative: Prospects and Absolvers will seamlessly encounter others in the world, generating unique stories that emerge through player interaction and choices. These moments are filled with tension as intentions to battle, trade, or befriend are never clear: trust is always a leap of faith. Encounters will have lasting consequences and transform into meaningful relationships as you make friends or enemies and find mentors or disciples.
PvP and PvE: Explore a rich and dynamic world including dedicated PvP battle arenas where champions will receive spoils of victory and progress in the ranks of the Absolvers, and PvE dungeons in which players cooperatively battle to retrieve rare loot and equipment from the depth of the Adal mines.
Sloclap is an independent studio located in Paris and founded in 2015 by veteran designers, programmers, and artists that met while working together at Ubisoft on Watch_Dogs and the Ghost Recon series. Absolver is their debut project as a studio and has been in production since May 2015.
Times are about to change in the city of Glass. Barely out of juvenile detention, skilled Runner Faith Connors stirs things up with the city’s Conglomerate and the evil Gabriel Kruger. Faith is forced to start running for something far more important than herself.
Experience the origin story of Faith and master her momentum to traverse the city and fight back against the oppressive powers. Exploring the pristine city districts you’ll discover new friends, exciting missions, and hidden secrets. With Social Play you can challenge your friends by creating time trials among the rooftops.
Mirror’s Edge Catalyst will be available on June 7th (NA) and June 9th (EU), 2016 for Xbox One, PlayStation 4, and on Origin for PC.
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The Way is a 2D puzzle platformer game inspired by classic titles like Another World, Heart of Darkness and Flashback.
It tells a story about a member of space explorers team, who lost his beloved one and cannot accept her death. Finding ancient writings on eternal existence during one of his last expeditions makes him come back there in search of the meaning of life itself.
He will soon know that the planet has its own secrets and problems that he will need to face in order to get what he is looking for.
You can purchase The Way from GOG. Epic Brew is currently not sponsored or any way endorsed by GOG, nor is that an affiliated link. I just am using the trailer from GOG’s YouTube page, so I figured I’d give them credit.
Goat Simulator is leaving the planet!
– Visit space today or get old waiting for that other space game that you already paid for
– Crowdfund a space colony and get other people to pay for it and do all the work!
– Endless space full of planets to visit. but seriously it would take forever to go there so why bother
– There is one planet nearby though. Go to that one
– Fly and shoot stuff in space, because nobody makes games about flying and shooting in space anymore
– Learn how to be a real bridge commander like that spock dude from mars or whatever
– The biggest map in goat simulator history, filled to the brim with exclusive content. I know PR. Hire me Valve!
– No crew member will be left unromanced
It will be available on PC, iOS & Android for now. Console ports might come in the future.
“…only The Witcher can shake us from this nightmare.”
Become professional monster slayer Geralt of Rivia and explore Toussaint, a remote land untouched by war, where you will unravel the horrifying secret behind a beast terrorizing the kingdom. With all trails leading to dead ends, only a witcher can solve the mystery and survive the evil lurking in the night. Introducing an entirely new realm to traverse, new characters and monsters, Blood and Wine is a 30+ hour adventure full of dark deeds, unexpected twists, romance and deceit.
Blood and Wine releases May 31st, 2016.
For more information about The Witcher visit:
Rust has been out for two-and-a-half years but late last week my friends finally discovered it. Personally, at that point in time, I couldn’t have been less interested in the game. I knew it was another open-world survival game riding the coattails of Minecraft and DayZ. You start with nothing, smack some trees, smack some rocks,… Continue reading
Yesterday in an announcement on the official Rocket League website, Psyonix revealed plans to implement new quick chat options into their soccer car game. They should just call it Soccar, by the way. Why aren’t they doing that already? It’s too perfect to ignore. Anyway, in Rocket League players have the option to quickly blurt… Continue reading
Over the past four days I’ve put a good chunk of time into the Overwatch open beta. I protected my fair share of teammates with Reinhardt’s shield, I resurrected plenty of fallen comrades as Mercy, and naturally I racked up dozens of cheap kills while in Bastion’s turret mode. In short, I will certainly be buying Overwatch when it officially launches on May 24th.
But until then, for two solid weeks I’m left with a mind still swirling from my whirlwind experience in the open beta. A mind eager to jump right back into the chaos of Overwatch team fights, ready to land some more satisfying Hanzo headshots, and ready to laugh at my friends for how many auto attacks they missed during their Play of the Game moments.
With that said, I thought I would take a moment to highlight some of the things I really liked about Overwatch, and some of the issues I had with the game that I hope Blizzard addresses soon, preferably before the game launches.
What I liked:
The Characters and The Story
Overwatch features a varied selection of characters that not only are representative of multiple nationalities, but also actually feel unique in their own regards.
The banter that characters chatter back and forth before the matches begin (they say different things depending on who else is on their team) alludes to a rich past that the current game only hints at. There have been a few animated shorts (Winston’s and Widowmaker’s are currently the two available) that scratch the surface of Overwatch’s backstory, but there is still so, so much we don’t know. Just watch Winston’s short and notice how many former Overwatch members he scrolls through that are not part of the game yet.
I can’t wait to learn more. I’m a huge nerd for when it comes to narrative in video games. The game that Overwatch gets compared to most is Team Fortress 2. The way Valve handled storytelling in TF2 was in a very inorganic way. They started with a game, and then built a story around it as the game grew in popularity.
With Overwatch, Blizzard did the inverse: they built a universe for their characters to live in, and built the game to fit into that world. If there’s one thing Blizzard is good at, it’s immersing gameplay into narrative, just look at how World of Warcraft evolves year after year.
How Varied the Experience Is
Character to character, playing Overwatch is like playing a different game. Blizzard did a fantastic job at making each character feel unique, and most importantly, useful in their own ways.
For example, Widowmaker is a popular character because she is Overwatch’s sniper. People always love to be the sniper since it allows them to camp and get kills without having to worry too much about dying a lot in the process. Lots of players typically hold a grudge against other players who play as a sniper all the time, but Overwatch gave Widowmaker the ability to reveal the location of all enemy players to her teammates for a limited time. Now it’s a good thing for everyone when the sniper does well, as it makes the rest of the team’s job much easier.
Genji, on the other hand is a katana-wielding cyborg(?) who excels at close-range attacks. While he can pelt enemies from a far with a flurry of ninja stars, his main strength is his dizzying agility and his ability to quickly and quietly eliminate targets.
Playing as Widowmaker you’ll want to be looking at the big picture, while playing as Genji your focus will be more on individual targets, as you’ll primarily be concerned dispatching enemy players one at a time as you cross paths with them. Both very different characters, both very different playstyles. Both are incredibly fun to play.
Those are just two examples. There are 21 playable characters in total.
What I Didn’t Like:
All of the maps in Overwatch are beautifully designed, from an artistic standpoint. From a gameplay standpoint, the maps could use a bit more tweaking.
Take for example the Hollywood map that takes place on the backlot of the fictitious (and Warcraft reference-y) Goldshire Studios. This map begins with one team assaulting a position and then needing to escort the objective to a specified location, while the other team spends the entire game defending.
This map features choke-points and open spaces, allowing characters of all types to excel at various portions of the level. The key to victory in Overwatch is knowing when to adapt and change your team composition. But, with how some maps are arranged, it is very, very difficult to break through a solid defense.
There is a reason why all the memes about Bastion being Player of the Game, exist. He could just setup in front of a choke-point, behind a Reinhardt shield, while Mercy is boosting his power, and slaughter the entire team, on his own. Where some maps offer many ways to get to an objective, some maps (like the Hollywood one) offer very few ways to get through.
I understand that Bastion is a defensive character, but if they’re sticking with giving players only two ways to get into an area (two ways that are easily covered from one location), Bastion’s power needs to be addressed. He is simply too strong in these situations.
Play of the Game Algorithm
This issue doesn’t affect gameplay in the slightest, but I would really like to see the Play of the Game algorithm better optimized for actually selecting some top-tier plays.
It seems like it just picks whoever had the best kill chain, back-to-back. Triple-kills, for example, are the most common sight. But, a triple play can consist of a wide variety of plays, some exponentially more impressive than others.
A well placed Hanzo ultimate can clear out an objective, killing 4 enemies in one swoop, but a few minutes prior to that he just snagged 3 headshots on long-range enemies, that was far more impressive to behold. I’m speaking from experience on this. There were times when I’d get so excited about nailing a few headshots back to back, and then my play of the game would be the time I got five kills because I shot my ult through a chokepoint. Hardly skillful, or exciting.
Maybe the algorithm that Overwatch uses should negate sweeping, area-of-effect ultimates like Hanzo’s ultimate.
What I’d really like to see is the algorithm focus on key events, rather than just who killed the most people the fastest at what point in the game. For example, maybe if a Reindhardt pushes a D.VA ultimate away from his teammates, the game tags that as Play of the Game material, or if a Mercy revives more than half of her team on the objective in overtime with less than a quarter of her health remaining.
My point is, there are so many variables that Play of the Games could focus on, instead of just a Bastion pissing out lead through a chokepoint, or a Hanzo blasting double dragons through a wall.
Full disclosure, I’m incredibly guilty of doing both of those things.
All in all, I really, really liked Overwatch. The open beta convinced me that it’s worth the $40 price tag, and I’d particularly reccomend it if you and your friends enjoy FPS, because Overwatch is three-times more fun with a small group of friends who work together.