In case you’ve never heard of Borderlands, above you’ll find a video that will show you exactly what it is. If you’re following the game, the above video will show you a load of great-looking gameplay footage from the game. It’s not often that an RPG gets my attention, but almost everything about Borderlands appeals to me, and this video only fuelled this.
I’m a fan of RPG games, but I really not a fan of turn-based strategy or button spamming. That’s why games like Fallout 3, Oblivion, and now Borderlands appeal to me. My inner obsessive loves the loot collecting, and the part of me that likes to shoot things loves the first-person shooting and masses of guns. Look forward to our review when the game is released- I know I am!
by Jonathan Zungre on May 2, 2009
We just previewed Madden 10 and it seems like the team has been hard at work scrapping elements that haven’t worked for the series and creating new features in order to produce the most realistic feeling hard-nosed Sunday football game to date. Let’s blitz through the top ten changes Madden 10 makes to famed Madden formula.
1. Madden 10 lets players “Feel The Pressure” in the pocket and avoid It . Since the beginning of time, Madden players have played passing offense the same way: Running 20 yards or more into the backfield, away from the pocket, and firing a huge bomb to a downfield receiver. They either complete that miracle pass or they’re sacked for an absurd loss. Real NFL quarterbacks don’t do this, by the way, they stay protected in the pocket created by the offensive line. The developers of Madden 10 found that when players were looking downfield for a receiver, the pocket didn’t feel safe because they couldn’t sense when the defense was rushing them, hence the running into the backfield.
One of Madden 10’s goals is to make the pocket feel safe again. When looking downfield for a receiver to pass to, the controller will rumble when the quarterback is under pressure. A quick flick of the right stick lets the quarterback execute an avoidance move to shrug away a potential sack and give the player an extra moment to complete a pass. The avoidance moves will work better with elusive quaterbacks, like Big Ben, but even then they won’t work all the time.
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by Sam Naylor on January 24, 2009
As you most likely know already, the demo for Monolith Productions’ F.E.A.R. 2: Project Origin was released recently on PC, PS3, and Xbox 360. Obviously, so long as you own a device capable of running the demo, you can download and try it out for yourself. What I’d like to do, though, is share with you what my thoughts were about the demo. Hard drive space is a concern for many of you I’m sure, so perhaps I can help you decide whether or not to use yours up. Hit the jump for my impressions. Read more…
by Sam Naylor on November 2, 2008
After a look at the single player portion of Call of Duty: World at War at the Eurogamer Expo and a lot of time on the multiplayer beta, I thought I’d write up a brief preview of the game. While being dismissed in many places as “another WW2 shooter”, I feel that the game deserves a bit more than that.
As a rule, World War 2 shooters have never been something I enjoy; slow and clunky weapons, drab visuals, and an overly sober tone are characteristics that they tend to share. However, I am enjoying World at War at the moment, for a number of reasons. Hit the jump to hear them. Read more…
by Roly Reyes on October 7, 2008
Fall is fast approaching, and your bank balance will soon be dropping faster than the leaves on the tree outside your window. Naturally, you may not be able to decide for yourself which of the plethora of games to splurge your life’s savings on, and that’s where I come in.
Think of me as your personal assistant — ready to passively (and aggressively) project my thoughts and opinions onto you. Thank me later. Read more…
by Patrick Steen on April 3, 2008
We were lucky enough to be invited by Free Radical and Ubisoft to a Haze event in London where, along with playing through a considerable chunk of the campaign in four player co-op, we got to know the ins and outs of this not too distant future world. Follow the link for new details on the game’s characters, vehicles and weapons. Read more…
by John Kershaw on March 19, 2008
In a world seemingly overrun with MMOs, Jumpgate Evolution is going to have a tough time carving its place among the big players. Developed by NetDevil and published by Codemasters Online (who also own D&D Online and LOTR Online), there is no shortage of experience behind the game, but does it deliver the loot? Or does it leave the player grinding away in the endless darkness of space? Read the full story for my impressions.
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