Monday, May 7, 2012

MechWarrior Online: A Thinking Person's Shooter



2012 just might be the year mechs come back in a big way. After almost a decade Piranha Games is reviving the MechWarrior franchise with the CryEngine 3 driven, free-to-play MechWarrior Online. The first officially licensed MechWarrior game since MechWarrior 4, Online brings back the slower, more methodical combat fans of the previous MechWarrior titles came to love -- and have sorely missed.


Watch a MechWarrior Online Video Preview


MechWarrior Online places two teams of up to 12 players in large outdoor arena environments, tasking them with taking each other out or capturing the enemy base. True to the Battletech universe, fan-favorite machines like the Atlas, Hunchback and more return (albeit with some artistic license to make them feel modernized), and gameplay still revolves around a mix of light simulation and arcade shooting action..

While MechWarrior is first person (intentionally, because they don't want you to sneak views around rocks and barriers by rotating a third-person camera), the combat is vastly different from any other shooter out right now. MechWarrior combat is slower than most shooters, emphasizing skilled maneuvering and an intense knowledge of your machine's capabilities over twitch shooting and whip-crack reaction times.

Mechs are gigantic machines, and MechWarrior Online's pacing reflects their immensity. Some mechs move fast, but every step they take still feels meaty, immersing you in the idea that you're piloting a gargantuan vehicle. Torsos also rotate independently of legs, lending mechs a very tank-like feel that makes the decision to move a much bigger commitment. For instance you might decide to take your big, bulky mech into a tight ravine, but if you get attacked from behind you'll need to decide if you're going to arduously turn around or just run forward while rotating your torso to the side to avoid rear armor damage. Battles aren't about who can quickly run in and out of cover, or pop up for a perfectly timed headshot, but instead involve intense back-and-forths where mechs lumber out from behind cover, try and outflank one another and use jump jets to get to higher ground. Even the lightest mech has armor plating, so battles are never a matter of seconds, but rather multi-minute skirmishes where you have to constantly adapt your strategy based on a variety of factors.

For instance you have to consider what sort of mechs you're facing, as well as what your own team's composition is. While they obviously become bigger and heavier as you move from light to assault, this doesn't always equate to better. Bigger, more heavily armored mechs are laborious to move compared to scouts, and as such scouts can actually wreak havoc on "stronger" foes. Scouts may not kill heavy mechs, but they can soften up specific points, and also spot them before using jump jets and flying up over a hill.

Cycle weapons or you'll overheat.

The usefulness scouts play in spotting showcases role warfare, a feature Piranha considers a "pillar" of MechWarrior Online's gameplay. The goal in MechWarrior Online isn't to just ramp up to the biggest mech you can find, but to feel useful in the role you like to play. For instance scouts gain points and experience for any damage they deal as well as the enemies they reveal. Revealing enemies allows long range attacks from lightly armored, artillery-like mechs. The bulk of the battlefield will likely be made up of medium mechs, though, slower bruisers that can take and dish out a decent amount of damage. These forces will do the pushes, working in conjunction with support classes and relying on ultra-heavy assault mechs to break through enemy lines. Heavy mechs might get more kills, but their slow pace won't help them if they need to get back to base and save it from being captured by a clever scout.

Perfecting your mech's loadout and developing a keen eye for what others have makes up another huge component of a savvy pilot. Between battles you can return to the MechLab, where you can buy new mechs and customize the ones you own. At some point you'll also be able to tailor your pilot's abilities, becoming a master of a specific type of mech, or putting points into abilities that make you even better at the type of role you typically play in the battlefield. When it comes to customizing your mech, the biggest thing you have to consider is the maximum tonnage of your chassis, since everything you add to it puts on additional weight. Additional consideration also goes into what hard points the mech has, since you can't equip a projectile weapon on an energy weapon slot, or vice-a-versa.

Working within these limits, it's up to you to craft a mech that suits your playstyle and that makes efficient use of heat. You can equip a mech with a host of weapons, but if you aren't efficient at managing heat you'll be forced to shut down. To combat this you have to assign your weapons into groups, alternating between them to keep weapons ready while others are on cooldown. Even if you switch regularly between weapons, you still have to carefully manage heat or else face a forced shutdown right in the middle of a fight (which can change the entire course of a fight). You can add heatsinks to your mech to combat heat, as well as look for a pool of water to run in and cool off.

Once you have a good balance of heat-management, equipment and are within tonnage limits, you have to also consider where weapons are placed. A mech with arms can aim them independently of where their body is facing, but limbs can also be shot off and often take a lot of fire. Guns that utilize projectiles also need to have ammo slotted in, and if that portion of the mech is damaged the ammo can explode. It's a lot to take in when determining how to create your own mech, but being able to identify weapons and their location is important when determining where to shoot an enemy.


Put bullets in a leg or chest plate; customize armor placement.

MechWarrior Online makes every action you take feel more important than other shooters, and no one should confuse the experience it offers with other first-person games. You're controlling a massive, multi-ton vehicle engineered to take a beating and keep on standing, and maneuvering it and using it effectively requires a different skill set than what you're likely used to. If the role warfare stuff continues to come together well (none of the experience progression and unique pilot abilities are implemented yet), this could be the triumphant return for one of the most beloved PC franchises.

Microsoft confirms $99 Xbox 360



Microsoft is making it cheaper than ever to get an Xbox 360, as the console maker today confirmed a deal that will sell the 4GB Kinect-equipped Xbox 360 hardware bundle for $99 if customers commit to a two-year Xbox Live Gold subscription at a cost of $15 per month.

The deal would cost less up front, but consumers will wind up spending more in the long run. If purchased separately at today's standard prices, the console and two-year Xbox Live subscription would cost $420. If purchased under this promotion, the total cost at the end of the two years would come out to $460.

The offer is currently only available at the 21 Microsoft Store retail locations in the US. There is also an early termination fee for those who want out of the contract, with the penalty starting at $250 in the first three months of the contract and scaling down to $12 in the 23rd month.

The Xbox 360 hasn't received a price cut to its entry-level configuration since September of 2008, when the hard-drive-less Xbox 360 Arcade was dropped to $199. However, when the redesigned Xbox 360 was launched in 2010, previous bundles of the hardware were dropped by $50, putting the discontinued Xbox 360 Arcade at $149 for a brief time.

For more on the offer, check out Microsoft's offer page.


Source : http://gamespot.com/news/microsoft-confirms-99-xbox-360-6375386

Company of Heroes 2 Officially Announced



Following last week's leak, THQ has officially announced Company of Heroes 2. In development at Relic, the real-time strategy sequel will be focus on fighting on the Eastern Front during World War II, where you'll play as the Russian army and push back German forces.

Scheduled to launch in early 2013, it sounds as though Company of Heroes 2 will include some of the first game's features including destructible environments and commander abilities, and, judging by the screenshot, will look a lot prettier thanks to Relic's proprietary Essence 3.0 Engine.

THQ also revealed plans for downloadable content following launch, though did not specify how many pieces of downloadable content would be released, when, or how much content would be included with each release.

The original Company of Heroes was released back in 2006 and was awarded a 9.4 out of 10 on IGN. A free-to-play version of Company of Heroes was later created, though was shut down in 2011.


Source : http://pc.ign.com/articles/122/1224442p1.html

Resident Evil: Operation Raccoon City infects 1.7 million



Resident Evil: Operation Raccoon City may not have won the praise of reviewers (the game runs a 52 on Metacritic), but that didn't stop Capcom's action shooter from selling 1.7 million units since its release in March. Sales of that caliber make the game Capcom's 25th best-selling title of all time.

Resident Evil: Operation Raccoon City outsold another hotly anticipated Capcom March release, the much-praised fighting game Street Fighter X Tekken. Capcom said that game's sales "lagged," coming in at 1.4 million units as of March 31, 2012.

Following Operation Raccoon City's launch in March, developer Slant Six Games sounded off on the game's low review scores.

"It's challenging" said studio producer Mike Kerr. "A lot of people put a lot of time and effort into the game and obviously we'd like to see the review scores be a little better than they are right now."

The news comes as part of Capcom's financial report for the fiscal year ended March 31, 2012, where the the Japanese published announced net sales dipped 16 percent from the prior year to ¥82.06 billion yen ($1.02 billion). In terms of profit, operating income also sank, coming in at ¥12.32 billion yen ($154.1 million), with net income for the period dropping 13.2 percent to ¥6.72 billion yen ($84.06 million).

Looking ahead, Capcom said it expects to tally net sales of ¥105 billion yen ($1.31 billion) and record ¥9.8 billion yen ($122.59 million) in net earnings for the year ending March 31, 2013. The company expects to hit this mark through investments in "high growth potential content" and big-budget AAA titles like this October's Resident Evil 6.


Source : http://gamespot.com/news/resident-evil-operation-raccoon-city-infects-17-million-6375385

New Family Guy Video Game This Fall



If Family Guy Online just isn't scratching your itch for everything Quahog, Family Guy: Back the Multiverse is coming to consoles this fall from Activision and Fox. Incredibly little is known about the game other than the basic quotes and whatnot from folks behind it.


"Family Guy: Back to the Multiverse will utilize the source material, including the talented voice cast and writers, authentic humor and subversive spirit of the series, giving fans a whole new way to interact with their favorite show," said Jeffrey Godsick, president of Twentieth Century Fox consumer products.

A press release states "the title will offer gamers an interactive Family Guy experience inspired by one of the most popular and notable episodes in the series' history." Which episode? Well, the release didn't say, but
USA Today states the game is based on an episode "where characters Brian and Stewie travel to alternate universes using a remote control." So, like, every Brian and Stewie episode since "Road to Rhode Island."

Keep checking IGN for Family Guy: Back to the Multiverse details. To get you in the mood, here's a random, non sequitur video.


The Latest in Japanese Gaming with Hulk Hogan



Source : http://games.ign.com/articles/122/1224439p1.html