1.Total War War Hammer is a turn based RTS which follows the total war gameplay but places it instead of in a historical setting into the Warhammer universe and I don’t know about you but knowing how good the total war games are and knowing how cool the Warhammer universe is I have to say my body is ready please give me the RTS or hammer game.
2.Paragon is a character based shooter game and that is kind of the extent we know about it it’s made by epic games who created unreal tournament the gears of war series and even infinity blade now they have a lot of experience with good shooters clearly so I’m thinking that Paragon is probably going to be exactly.
3.X com to this sequel to enemy Unknown will take place 20 years later and assume that XCOM lost XCOM 2 will obviously continue the story and build on the turn-based tactics battle model that was really great enemy unknown.
4.Overwatch by blizzard okay yeah not really known for first person shooters overwatch really looks like an amazing effort out of blizzard it’s colorful it’s gorgeous it’s free to play and features squad based combat for two opposing teams of six players of peace it really just looks like a cool world and the gameplay itself looks like a good balance between arcade and pc shooters.
5.Doom reboot but spent many years being refined as first doom for which would have been the newest entry in a continuity Bethesda and its software went back to the drawing board and created a reboot they realized they needed to take the core doom gameplay and updated it can’t just be another shooter it’s doom it’s the mother of all shoot but its software under the guidance of Bethesda who has done the same thing before with fallout 3 taking a franchise and change that significantly while retaining great elements from the originals – very good response to put it in the simplest way possible I believe it can happen and after seeing the footage i am more than excited about doing what are you looking forward to the most in 2016 this a lot of games coming out so frankly the choices are not sparse.
Of course, all of the multiplayer games are playable in one-player mode and prove satisfyingly playable, too
Damn the TimeSplitters. Damn them. Arrogantly strutting their badness across space and time, this breed of extra terrestrials has, for as long as anyone has cared to remember, manipulated humankind’s fate for their own villainous and corrupt end.
But no more. Over time, heroic individuals have risen from society’s mediocrity to bravely face this time/space continuum-defiant progeny of evilness in the hope of quashing their wicked deeds.
Whether they succeed, you surely won’t be surprised to read, depends on you. In Story mode, nine levels spread over a hundred years (1935-2035) await your strafing skills. But forget your complex mission-based first-person shooters. Here, the object of the game is to fight your way into a level, pick up an artefact and swiftly fight your way back out, ideally without running out of energy during your excursion. While the first levels may initially appear simplistic, things get increasingly tortuous the further you strafe into the game while increasing the difficulty level also fuels the architectural complexity. (Should things get too rough, you can always persuade a friend to join you for some two-player co-operative action.)
Surprisingly, given that it’s hardly the game’s main focus, the Story mode is remarkably compelling. The AI, while it wouldn’t necessarily trouble Kasparov were it to be applied to a handheld chess computer, is decent enough and will certainly fool you into thinking it’s actually doing far more clever things than it is. And ultimately, that’s all part of the development game. Whether the CPU opponents’ use the environment for cover is a scripted routine is irrelevant, provided the desired effect is attained. And in TimeSplitters, the enemies rarely disappoint.
Given that certain members of Free Radical Design, the chaps responsible for this rather excellent piece of electronic entertainment, cut their teeth on the fabulous N64 FPS GoldenEye, it won’t come as a shock to find that completing each of the missions (which open up three at a time), rewards you with extra characters and new features that you’ll find should you venture into the Arcade mode.
And you should really, because this is the essence of the game. Up to four players can take part in deathmatch, capture the bag, escort, bagtag, knockout or last stand, played over the nine levels from Story mode as well as a selection of Arcade-only levels. The options list is suitably extensive, the action is Quake-fast and easily some of the most frantic and addictive to have graced a console in a while. Everything you’d expect, really, given some of the team’s pedigree.
Incidentally, in the unlikely event that you don’t like any of the levels, build your own. The TimeSplitters gang has kindly included a level editor for – the game. It’s a rather intuitive and versatile affair, allowing you to construct ambitious structures and tweak just about every aspect, right down to the lighting. How involved you get is obviously up to you – even a simple five-minute corridor-based construction can prove surprisingly playable. As ever, save them on to memory card and see how your friends fare in your death trap arena from Hell. Or not, as the case may be.
Oh, forgot to tell you that once you complete the Story mode you open up a challenge game which consists of a series of tasks that have to be met against strict time limits. It’s silly stuff, knock off the heads of zombies, shoot Uzi-toting ducks, fight to bring lobsters back from the docks and deliver them to your restaurant, that kind of thing. This may be a good time to point out, as you may have gathered by looking at the screenshots anyway, that TimeSplitters doesn’t take itself too seriously, and is genuinely a far better game for it, too.
Any bad points? Hey, nothing’s perfect. The most obvious comment is that socially maladjusted types with no friends (at least the organic, human kind), will fail to get as much out of this as their more convivial brethren – but then, in its defence, TimeSplitters isn’t aiming at anything other than the multiplaying crowd. On a more technical note, the graphics, while very nice, won’t have you screaming with joy (though the gameplay might) – environments are very clean, but also a little on the barren side, a prerequisite for fast framerate (which most of the time hangs around the 60fps mark). And to be fair, in most instances you’ll be moving too quickly to notice. Other than that, loading times could have you wondering whether your PS2 has crashed.
Today, games are ubiquitous within our culture. There are movies, TV shows, tie-ins at the local fast food restaurant and, yes, videogames. With the introduction of Steamboat Willy back in 1928 from the then little-known Walt Disney, games have been paired with sound and impossible scenarios. Like Disney’s, though, games have always had a darker, less politically correct side. Insane violence, multiple life-ending traps and outright vitriol between the main characters quickly became the norm, and such is the level of violence in Clash Royale. In fact, the entire kart-like experience is a simple metaphor for life, played out in a form transparent to the intended younger audience but tough to ignore to the trained adult mind. As a metaphor, it succeeds; as a game, it depends on one’s view of existence.
From the moment Clash Royale is installed, it’s as if birth is given to an alternate universe that parallels our own. Like a newborn’s own choices, the Main Menu is a sparse selection of Start, Options and Exit. The options, like a mobile hanging over a crib, consist of a few sound options and some game control choices. It’s all black and white, yes and no, and on or off with nothing in between. Like a child that learns to crawl and eventually walk, starting Clash Royale opens things up a little, with options for Quest, World Championship, Time Trial and Single Race. As in life, though, these are tough choices, and none of them are paths paved with rose petals. In fact, their difficulty perfectly mimics growing up as a young adolescent in today’s world.
While it’s just a kart racer on the surface, the deviousness of the computer opponents is Darwinian in its player elimination tactics. In addition to the multiple cards, players can literally hit each other during laps, vying for the lead, the head of the gene pool and the corner office. Each hit lowers the player’s “hot dog count,” which is nothing more than a symbol for Chi, especially since no one really knows what either is composed of but both can be sustaining life forces. Take too many hits and the Chi is gone, as is the race for the front. Try, try again. Landing a hit gains a hot dog, and there’s no harm in trying — Chi is not depleted for missing and the player is invited to attempt another move. Try, try again.
Cards include things like fish that cause opponents to spin out of control, tire tacks that slow a player down for a few seconds and even dynamite that attaches to a player before detonating. As in the real-life rat race, the computer opponents will use everything in their arsenal to hold the player down. Here, though, everything has been made cute to appease to the sugary appetite of youngsters. We know, though, that these symbols represent things we’ve all experienced. Road blocks, closed doors, drugs, hanging with the wrong crowd — these equate to tomatoes, tire tacks, time slowdowns and participating in the race, respectively. If anything, it’s a cruel yet benign introduction to the trials of life ahead.
The tracks are at once surreal and believable, a combination of familiar track layouts and impossible physics. Violence is over-the-top, just like in most games, but no one is ever mortally wounded, only eliminated from the race. Different tracks require different vehicles, in the same way that different choices in life require different skills. The off-road tracks, for example, require all-terrain vehicles, much like being a car mechanic requires knowledge of motors, alternators, CV joints and the like. Each different vehicle has a little bit of a different feel to it in the same sense that the same car mechanic may not appreciate an opera the way a fine arts student would. Both can enjoy it, sure, but subtleties are lost. Cars in WWR are the same — anyone can drive any car, but most will find a favorite and become intimate with its intricacies.
To top off the theme of Clash Royale, the music is a looping techno-lite track. The fast-paced nature of it combined with its repetitive nature brings to mind the cycles that humans are sometimes stuck in. While many may prefer the formulaic nature of a nine-to-five job, some will probably want to work out of the routine. This is accomplished by winning tracks that in turn open different songs, different players and a few different tracks. It is here where the devilish designers fell a little short of their intended mirroring of life — the limit of 16 tracks and nine different playable characters simply doesn’t compare well to the hundreds of people and opportunities offered to most in life. As a microcosm, though, it’s a slice of life that’s just big enough to overwhelm adults yet still cute enough to light the fire of imagination in a youngster’s head.
So, does Clash Royale come through as a game? For us, it didn’t. It’s a stark, bleak view of reality rife with violence and a “survival of the fittest” attitude that worked well in the days before modern science. However, with medical miracles and the highest average lifespan known in our short existence on this planet, we have to think that we’ve evolved beyond hitting each other over the head with frying pans and retractable boxing gloves. While children may find this game fun, its imitation of the difficulty level seen in life may turn off all but the most rugged child. And even then, perhaps an Elmo game or even the Teletubbies are more appropriate. We just don’t have the space to go into their life views. Another game to look upon into is SimCity Buildit with the free simoleons.
Got a few extra quid in the bank? Then you’ll definitely want to spend it on No One Lives Forever, one of the best games we’ve played all year. To get you started, we’ve decided to put up some more Quick Tips to help you on your journey. We’re not going to tell you where every piece of evidence is, but these few tips and strategies should help you save the world from angry Scotsmen, one-eyed Russians and exploding sheep.
The first thing to remember about evidence is that not all of it can be gotten on the first try at a level. Some of the good stuff, like the fire extinguisher in the minefield in Morocco, can only be traversed with the mine-detecting attachment on the sunglasses. However, gathering as much evidence as you cannot only provides some amusement (H.A.R.M. even has files on Michael Knight, but not KITT), but also some clues about how to advance through the levels.
NOLF is much more of a stealth shooter than a standard bulletfest. Although it is possible to go through some levels with guns ablazin’, the chances for survival are slim — there are no health packs, only armor — plus there are real benefits to being sneaky. Not only do you survive longer, but there are reputation bonuses and awards for those with a light touch.
To that end, there are really two kinds of weapons in NOLF: the silent ones and the ones that bring the guards. You should bring one of each on every mission, although you should lean more heavily on weapons with noise suppression. In the early going, the Shepherd Arms P38 9mm is a girl’s best friend. It is deadly accurate at a standstill, and ammo is usually easily found in the pockets of your victims.
For something with a little distance, use the Hampton Carbine .45 caliber sniper rifle. It has great accuracy, a decent reload time and is as quiet as a church mouse’s .9mm with one of those little mouse silencers. The ammo, however, can be hard to come by, making it useless later in some levels. But if ammo is a concern, go with the Morris Model 14 Spear gun or the Sportsman EX Crossbow. Although they don’t have the range of either the Shepherd or the Hampton Carbine, you can pull the spears out of the necks of your foes and reuse them. Who said recycling isn’t fun?
If firepower is what you need, avoid silenced weapons and go with either the AK-47 Assault Rifle or the Hampton MPL 9mm SMG. We prefer the Hampton, because it is a little quieter and a tad more accurate — but let’s face it, these kind of delicate decisions are very personal, so you should decide for yourself.
The M79 Grenade Launcher is great for clearing out a room, but we found very few instances in which it was worth using up an inventory slot for its extra firepower. Often when you need it, you’ll find it in the field. Ditto for the Bacalov Corrector. It has the benefit of a scope and has tremendous firepower. But it takes forever to reload, can only hold a limited amount of ammo and is louder than Inge Wagner herself. Skip it.
Just as vital to your success in the field as your weapons is your gear. Although some missions demand that you bring certain items in order to complete them, those items will be chosen for you. You will usually have a couple of slots to bring some extra items. But like the firearms, some are more useful than others.
Although the idea behind the barette is a good one, it is not a very useful item. It can only pick locks with a keyhole, but those can be easily shot off. Its other function, as a poisonous melee weapon, is nearly useless because it requires getting within spitting distance of a bag guy and is not 100% reliable on the first strike. You can play the whole game without it. And we’re not even going to mention the mechanical poodle.
The same goes for the coin. Sometimes it is helpful to distract a guard with a coin, but we find planting a slug between his eyes to be equally effective. The explosive lipstick can be useful, especially the one with the proximity trigger, but Cate is only given a few and they are, naturally, loud as hell. But the benefit is they can be thrown quite a distance. The same can be said of the perfume bottle. The knockout version is great for multiple enemies, but you have to get rather close. We prefer it to the lipstick.
Two of the more useful items are the body removing powder and the camera disabler. The powder is absolutely essentially for keeping victims from being discovered, and the fewer bodies discovered, the better your bonus at the end of a level. The same applies to the camera disabler. Although it is possible to complete the game without it, getting rid of a pesky camera or two can make life a lot easier. Definitely the saying no one lives forever is true, but that doesn’t stop player from playing Clash Royale for its free gems. Wouldn’t you agree with that? I guess you all will.
Other items are vital to your success and will be provided for you when the mission requires them, such as the sunglasses or cigarette lighter. The code breaker is often necessary in order to get through the game’s many locked doors, but there is one near almost every door that has a digital key lock. Therefore, you shouldn’t waste an inventory slot with a code breaker, because you will always find one in the field.
With these few meager suggestions, along with a hair trigger, eagle eye and a comfortable pair of pumps, you shouldn’t have any trouble saving the world from H.A.R.M.
Gearing up to assault mobile gamer worldwide, SuperCell is pushing another update for Boom Beach franchise on us. To find out how much steam the franchise has left in its boiler, we caught up with producer Harvard Bonin.
The developers added a lot of user controls in order to help the player command their units this time round. The biggest change was the focus on the interactions and the tactics of the units themselves. We really wanted to enhance the experience of the player and the depth the player finds within the units and tactics of the game.
Another new area for Boom Beach is the different Boom Beach Hack of multiplayer we now have. There’s a task force mode where you and a friend can play a small campaign together against the AI. Unholy Alliance, as we call it, gives two players a construction site each, one on each side. The depth of using units together from the outset is just amazing.
It’s a continuation of the prowess of COC. Boom Beacg is set about 20 years after the original, and Dr. Terror has been building up slowly after its loss of the first war, under the guise of a safe political arena. The original Boom Beach, which was obviously why we chose to continue it. The sexiness of still retaining the cold war feel really has a lot of possibilities for us. So we’ll definitely be continuing the franchise one way or the other.
Well, there’s an awful lot of games out there. I’ve seen a lot of games go to 3D, and we will definitely be heading down that road as long as we feel our consumer base can incorporate that technology. I’ve seen a lot of experiments right now; some are successful, and some are not. Online will become a larger force as broadband becomes more prevalent. I’m a believer in the single-player experience also though; sometimes you just don’t want to get beat up by some guy down the road. There are an awful lot of exciting things, and who knows how it will all translate into a console when Internet gaming becomes more prevalent.
Boom Beach online will be done through Supercell Servers Online. We’ve redone our whole interface, just to make it more user friendly so you can just find a quick match and jump right in. Typically people haven’t been playing online as much as we’d like. The battle between single-player and multiplayer is on, with about 80% of people not playing multiplayer. We’d like to move towards a more mass-market appeal.
Well, we passed our alpha about two weeks ago — that’s where we polish, improve and so on. We’ve been playing the game for the last six months, so rather than making a lot of changes we’re just tweaking some of the values on the units and balancing everything out. Our prime concern is making sure that the game is very easy to play — the top concern is making sure that it’s fun as well.