Thursday, April 23, 2015

All the latest from GameSpot On 04/24/2015

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In the 04/24/2015 edition:

Call of Duty: Black Ops III - Ember Teaser

By Anonymous on Apr 23, 2015 11:36 pm
Check out the latest teaser for Call of Duty: Black Ops III

You Can Now Sell Skyrim Mods on Steam

By Anonymous on Apr 23, 2015 11:20 pm

Valve on Thursday rolled out a new Steam Workshop feature that lets people charge for their Elder Scrolls V: Skyrim mods. The program launches today with Bethesda's popular role-playing game while other supported titles will be announced in the coming weeks.

As part of the new program, anyone now has the opportunity to list their creations--mods, items, or maps--at whatever price they want (they can even change prices after release), or they can offer them for free just like before. And per the terms of Valve's user agreement, anyone not satisfied with their purchase can get a full refund, provided they file their refund request within 24 hours.

Steam users have had the ability to sell their items through the Steam Workshop for years now--creators have even earned $57 million since 2011 doing so--but this was limited to Valve games like Team Fortress 2 and DOTA 2, among others. Only in January this year did Valve announce plans to open this up to third-party games.

The difference here that Skyrim is the first game with an open market--neither Bethesda nor Valve will have a hand in determining pricing or curation.

In its own statement, Valve's Tom Bui said: "User-generated content is an increasingly significant component of many games, and opening new avenues to help financially support those contributors via Steam Workshop will help drive the level of UGC to new heights."

As for why Valve is launching the new program with Skyrim, it might have something to do with the enduring popularity of the game and its devoted (and creative) players. There are currently more than 24,000 free Skyrim mods available in the game's Steam Workshop page, and these have seen more than 170 million downloads to date, Valve said. It will be up to the creators of these mods to determine if they want to keep them available for free or set a price for them.

"Modding has been important to all our games for such a long time," Bethesda wrote on its website. "We try to create worlds that come alive and you can make your own, but it's in modding where it truly does. Thanks again for all your incredible support over the years. We hope steps like this breathe new life into Skyrim for everyone."

You can see all the available paid (and free) Skyim mods here. More information about the new Steam Workshop paid mod functionality, including a comprehensive FAQ, is available on Steam's website.

In conjunction with this news, Bethesda has announced that it's updated the Skyrim Creation Kit--the game's free mod tools--with new features aimed at supporting the new paid mods. This includes things like the ability to upload master files, the removal of filesize limit restrictions, and more.

Not all Skyrim players are jumping for joy at the news that people can now charge for mods, however. One Steam user writes in the Skyrim forums, "Charging for a mod is wrong and should not be done." Someone else added: "Beyond ****ed up, Gaben has reached a new low."

For its part, Valve says: "By paying for mods and supporting the people that made them, you enable those artists and creators to continue working on their mods and inspire new modders to try their hand in creating new, higher quality items and experiences."

What do you think about paid mods on Steam? Let us know in the comments below!


Biohacking on Display in New Black Ops 3 Trailer

By Anonymous on Apr 23, 2015 10:42 pm

Activision and Treyarch Studios on Thursday released a new teaser trailer for Call of Duty: Black Ops III, and it has a very Deus Ex-like vibe. Watch as Treyarch presents what it thinks the next 50 years of technological advancements will look like and, importantly, how the military will make use of those advancements.

All manner of genetic biohacking such as retinal implants and more are on display in the video.

The official Call of Duty website's source code previously revealed this futuristic setting, and teased how these genetic enhancements would affect soldiers and the military.

According to that leak, Black Ops III is set in a "dark, twisted future where a new breed of Black Ops soldier emerges and the lines are blurred between our own humanity and the technology we created to stay ahead, in a world where cutting-edge military robotics define warfare."

Activision and Treyarch will share more details on Black Ops III this coming Sunday, April 26. Check back then for lots more on the game, which is due out this fall for (at least) Xbox One and PlayStation 4.


The Witcher 3's Bigger Than Skyrim World and Magic-Like Card Game Gwent

By Anonymous on Apr 23, 2015 09:31 pm

Over the course of the week we've gone in-depth with The Witcher 3: Wild Hunt. On Monday we brought you an introduction to franchise's history. On Tuesday we looked at the game's monsters, map, and open-world. And yesterday we featured a sampling of the quests and activities you'll find in Wild Hunt.

Today, we have a wide selection of videos that encompass some of the miscellaneous content that we weren't able to fit into our earlier features. Check out the videos below to see what's it like to battle things other than monsters, find out just how big the game's map is, and learn a thing or two about the game-within-a-game: Gwent.

Humans are the REAL Monster

Wild Hunt is primarily a game about slaying monsters, but that doesn't mean the odd human doesn't deserve to feel the sharp edge of Geralt's blade. During our time playing The Witcher 3, we were often caught in sword fights with wandering vagabonds.

The first clip in this video shows off the game in wonderful 60fps, while the other two were recorded at 30. We confirmed this is all PC footage, but the latter clips give a possible indication of what the game will look like on the Xbox One and the PlayStation 4.

We Unveil The Map of Witcher 3: Wild Hunt

The world of The Witcher 3 isn't just one, single open map. In this video of the PC version, shown in glorious 1080p/60fps, we zoom out from Geralt's position to reveal the full extent of Wild Hunt's map.

White Orchard in the east is the prologue area where you spend the first few hours. The areas marked Novigrad and Velen/No Man's Land are one giant, open-world even larger than the one in Elder Scrolls V: Skyrim. And the Skellige Isles constitute another open world of around the same, immense size.

A First Look at The Witcher 3's Card Game Gwent

Parlor games are a common element of many open world games, and The Witcher series is no different. But the popular dice poker game from The Witcher 2: Assassins of Kings sadly doesn't return in this installment. Instead, Wild Hunt features a card game familiar to those who have read any of The Witcher books: Gwent.

Gwent is a 1v1 collectible card game that's basically Geralt's version of Magic: The Gathering. Cards can be won, purchased or found throughout the game. But perhaps the most exciting aspect of Gwent is that it has it's own quest line where you travel the world playing people, and eventually you enter a massive Gwent tournament in the city of Novigrad.


MLB 15: The Show Patch Rolls Out, Gives Andrew McCutchen a Haircut

By Anonymous on Apr 23, 2015 09:24 pm

Sony San Diego has rolled out a new update for MLB 15: The Show that makes a long list of changes to the PlayStation 3 and PlayStation 4 pro baseball game, one of which is a much-needed haircut for Pittsburgh Pirates outfielder Andrew McCutchen to match his real-world appearance.

The slugger shaved off his trademark dreadlocks in late March as part of a charity drive. You can see some before and after images on McCutchen's Instagram page.

"Andrew McCutchen's hair has been adjusted," reads a line from the patch notes. "We gave him a haircut to match his current appearance." T

The full MLB 15: The Show 1.02 patch notes are available below.

  • Online Gameplay – Game would occasionally hang following an Intentional Walk, a regular Base on Balls, a Hit by Pitch, or a Balk.
  • General – Batters would strikeout on the second strike when the performed certain check swings at pitches in the dirt.
  • Franchise mode – Edit Player screen was limiting users from editing generated players, and players on certain teams.
  • General – Specific "wall s****ing" home runs would result in a baserunner staying on 1st base, and not score correctly.
  • Online Franchise - Injuries were not occurring during Online Franchise games.
  • Online Gameplay – Guessing Pitches had a delay and users would occasionally fail to guess Location and Pitch Type when offering input quickly.
  • Online – Within Game Rooms, users were missing their rank logos that distinguished them as Rookie, Veteran, All-Star, Hall of Fame, or Legend rank.
  • Online – Play Now Rated and Diamond Dynasty – Home and Away team assignment was not random, resulting in some users always being the home team, or always the away team.
  • Online – Play Now Online rated – Controlling the KC Royals, user would be given control of the ace pitcher (Ventura) no matter who was chosen to be the starting pitcher in the Pitcher Select screen.
  • Card Collections – Redeem Legend button was missing after completing a collection.
  • General - CPU runners were not using correct lead off logic.
  • General – Specific edited rosters would cause the game to crash when loading into a Road To The Show Showcase game.
  • General – Andrew McCutchen's hair has been adjusted – We gave him a haircut to match his current appearance.
  • General – Wrigley Field had some collision/Home Run detection issues. Certain foul balls were being counted as Home Runs down the 1st base line.
  • General – Sounds of the Show issues have been resolved. Custom music was not being saved correctly where users intended them to.
  • General – Public Announcer audio was frequently incorrect (announcing the wrong name) during the end of game wrap up and also when bringing relief pitchers into the game.
  • General – Highlight Reel was added back into post game menus, by popular demand!
  • General – Tweaking and refining of in game sound effects.
  • General – Front End User Interface tweaking. Team colors on User's Player Card.
  • General – Tuning to trade logic, specifically how the CPU traded with other CPU teams in Franchise and Season modes.
  • General – Baserunning/Lead Runner windows were missing from Manager Mode.
  • General - Players will now wear sleeves when the game is played at lower temperatures.
  • General – Fixed many occurrences of consumer reported crashes, reported to us through the PS4 operating system crash reporting tool. Areas that encountered these rare crashes included: Exiting Amateur Draft in Franchise mode / Entering Diamond Dynasty / During initial boot-up / Using the Suggested Trade feature in Franchise mode / Specific in game scenarios.
  • Community Market – Changing pages in the marketplace completed order now works.
  • Gameplay – Animation clean up and tuning.
  • Gameplay – Adjustments to tagging sliding baserunners.
  • AI tuning – Bunt success rate was incorrect/too successful and accurate.
  • Year to Year Saves modifications – Properly handling a small batch of players who were not in the league in MLB 14, and how they transfer over to MLB 15.


Square Enix to Host E3 Press Conference

By Anonymous on Apr 23, 2015 08:57 pm
In January, Square Enix confirmed that it is preparing to reveal details of its new Hitman project this year.

Publisher Square Enix is joining the likes of Bethesda, Ubisoft, and EA, by hosting its own dedicated press conference at E3.

The media briefing is due to take place on Tuesday, June 16 at 9 AM, which is traditionally the time slot Nintendo uses for its own press conference. Whether the two will clash is not clear, for now, as Nintendo has yet to reveal its own timings.

As well as inviting the press to watch the conference on location in LA, Square Enix will be streaming the show live on Twitch and YouTube.

The publisher's bid to arrange and pay for its own press conference will trigger speculation regarding the scale of its announcements. Square Enix has not hosted a media briefing at E3 since 2012, where it showcased its next-gen Luminous Engine for the first time.

Major AAA projects in development at Square Enix include Deus Ex: Mankind Divided, Final Fantasy XV, Rise of the Tomb Raider, and a new Hitman project. It is not clear whether the publisher is preparing to reveal other major projects beyond this.


Does The Witcher 3 Live up to the Hype? - The Lobby

By Anonymous on Apr 23, 2015 08:30 pm
Danny & Andy give their impression of The Witcher 3: Wild Hunt after a combined twelve hours playing this exciting open world role-playing game.

Latest House of Wolves Breakdown - Destiny

By Anonymous on Apr 23, 2015 08:30 pm
Details emerge from a Bungie livestream about weapon upgrades, armor, new ships, characters, and House of Wolves activities.

Last Chance to Buy an Xbox One for $225 at GameStop

By Anonymous on Apr 23, 2015 08:23 pm

GameStop's special $225 Xbox One deal ends this coming Sunday, April 26, the retailer reminded shoppers today as part of an announcement for its upcoming Xbox One Weekend event. Starting tomorrow, April 24, and running through April 26, all GameStop stores across the United States will offer special Xbox One-themed deals, including the $225 Xbox One deal mentioned above.

2852866-xbox.jpg

To get an Xbox One for that price, you'll need to trade in an Xbox 360 (250 GB of greater) or a PlayStation 3 (120 GB or greater) to receive a $125 credit towards the purchase of a new console. This deal even works on the Halo: The Master Chief Collection Xbox One bundle, which also comes with a free faceplate skin.

Some of GameStop's other special Xbox One-themed deals available this weekend are listed below, courtesy of GameStop.

You can see everything on sale this weekend as part of GameStop's Xbox One Weekend event here.


Former White House Adviser Says US Gov't Sees Positive Impact of Games

By Anonymous on Apr 23, 2015 08:00 pm

Video games and government have a long history, one which is rooted in controversy around virtual violence. But now, someone who worked at the White House for nearly two years on its digital media team and sat in on meetings following the Newtown massacre, says the United States government is changing.

DeLoura

Video game industry veteran Mark DeLoura worked as White House senior adviser for digital media at the White House Office of Science and Technology Policy for just under two years, from 2013 to the end of last year. Before that, he held positions at a variety of gaming companies, including THQ, Ubisoft, and Nintendo.

He tells GamesIndustry International in an excellent, wide-ranging interview that the government is actually more interested in pursuing video games for their educational purposes instead of targeting violent games.

"My takeaway after having been in the White House is there's an interest in seeing if games can be used to address societal challenges," he said. "That's the primary interest in games--we've seen other modalities in other media have an impact in different ways over time as we learn how to use them to teach people or express concepts. Can games do that? If they're not doing that how do we get them to do that? If they're doing it a little, do they want to do it more? How can we encourage this? That's the interest."

DeLoura went on to say that if mainstream media outlets report more about the positive impact of games, such as Ubisoft's new therapeutic game aimed at helping people with "lazy eye," then games have a better chance of being seen in a more favorable light.

"You don't get a ton of positive stories," DeLoura said. "They are out there, they are hard to find and they don't get huge press. In general, great feel good stories don't get huge press anyway. That's the challenge, as games are doing more and more great things."

The full interview is well worth a read, as it touches on a variety of other subjects, including DeLoura's thoughts on video game tax breaks, diversity in the technology field in general, and the 2013 White House meeting with US Vice president Joe Biden following the Newtown shooting. Read the full interview here.


Four-Player Overlord Announced for PS4, Xbox One, PC

By Anonymous on Apr 23, 2015 07:49 pm

Following yesterday's initial reveal, Codemasters on Thursday officially announced Overlord: Fellowship of Evil, the next entry in the UK developer's action-adventure series. The game is in development for PC, Xbox One, and PlayStation 4, and is due to launch later this year for $20.

The most recent entry in the core Overlord series was Overlord II, released more than six years ago in 2009 for PC, Xbox 360, and PlayStation 3. Fellowship of Evil is shaking things up.

Fellowship of Evil departs from the formula of past Overlord games in that you'll play not as one Overlord, but rather as one of four Netherghūls. These are described as "suitably nefarious" undead servants, who are "determined to bring evil back to a world overrun by the forces of good." How nice of them.

The game supports four-player co-op either locally or online. Another major change is that Fellowship of Evil is played from a top-down perspective, whereas the first two entries in the core series were presented in a third-person view. You can see some Fellowship of Evil gameplay in the video above.

One thing that's staying the same, however, is the voice actor for the minions. British voice actor Marc Silk is returning to voice the dastardly creatures for Fellowship of Evil.

And as suspected, Rhianna Pratchett--who worked on the original two Overlord games--has returned to write for Fellowship of Evil. For more on Fellowship of Evil, check out some images in the gallery below.


Age of Wonders III: Eternal Lords Review

By Anonymous on Apr 23, 2015 04:14 am

I founded my empire in the depths of the earth. As it grew, I built it with the bones and rotting corpses of the subterranean dwarven kingdoms. For millennia, I crafted my undead legions, preparing to crawl out of the caves and rock and wage war on the evil in the world. That's right. My zombie army was good and holy, wanting nothing more than to create a unified world government founded on the principles of cooperation, trade, and kindness.

Age of Wonders III encourages this type of emergent, player-centric storytelling. The more I play, the more I realize that its strengths come from the unique melding of role-playing and turn-based strategy. It trusts you to create your own rich role-playing experiences and lets you control the narrative through empire-building and a robust tactical battle system. The result is a vibrant, special game that is ruthlessly entertaining. Age of Wonders III's latest expansion bolsters an already exceptional core with more races to play, a better grand-scale strategy, and an excellent morality system.

2852392-02.jpg

Eternal Lords trusts you to create your own rich role-playing experiences and lets you control the narrative through empire-building and a robust tactical battle system.

Those familiar with the Age of Wonders series, particularly the third installment, will immediately recognize the tactical/strategic duality driving each session. You'd bounce between macro- and micro-management, controlling both the direction and structure of your civilization as well as the outcome of individual battles. However, that two-stage system is hard for any game to pull off well, and it was one of Age of Wonders' weakest points. While tactical bouts had plenty of variety and the available options made matches thrilling and tense, the large-scale planning lacked depth, leading to a lackluster half. Eternal Lords finally brings enough new features to flesh out the game and cover almost all the base game's weaknesses.

For starters, two new races (the Frostlings and the Tigrans) are added to the basic Dwarves and Elves. Both have a visual flair and uniqueness all their own. Frostlings, for example, are an offensive race with bonuses for ice magic. They dwell in cold areas and can take advantage of often-barren land to launch raids on more temperate cultures. Tigrans are their natural foil. Based on the mythology of ancient Egyptian culture, they are a quick, desert-dwelling class of felines. They worship the sun and idolize the duality of nature. To wit, Tigrans specialize in necromancy, and they worship the dead as well as the living. This makes Tigrans an ideal pairing for Eternal Lords' new class--the Necromancer.

In the base Age of Wonders III game and the first expansion, players chose both the race and class of their young nation's leader. Because a good chunk of the game was modeled after Dungeons and Dragons and similar fantasy settings, the classes were standard fare: rogues, warlocks, and warriors. Necromancers are a bit different. Whereas the others fit into standard heroic archetypes, fiction has always associated the art of controlling the minds and bodies of the dead with evil. Let us not forget that in the original Hobbit novel, Tolkien created a necromancer character who bided his time until he could revive himself as the Dark Lord Sauron.

Age of Wonders III's latest expansion bolsters an already exceptional core with more races to play, a better grand-scale strategy, and an excellent morality system.

Suffice it to say, it's a strange premise to work into an empire-building strategy game. Even fictional conceptualizations of the undead lend themselves to a different system of goals and values. The dead, for example, don't care where they are or what they're doing. They're nigh unlimited as well because any war is likely to yield more soldiers to bolster your armies. Eternal Lords understands this and makes necromancy and its related magicks whole and distinct.

I spent the majority of my time with Eternal Lords leading an undead sect of dwarves below ground. I defended my cities with small bands who could summon up much larger armies from fallen warriors on the battlefield. They were a bit weaker than some other units, but I overwhelmed my enemy with sheer numbers. After a time, I gathered enough power to cast a massive spell that revived recently killed troops from around the world under my control. I had become a demigod, and my abrupt omnipresence spooked other world leaders. In short order, I flooded the surface with my abominations and championed the spread of good and kindness throughout the world. Again, it might sound incongruous, but it does a make a sort of sense when you consider how all of Eternal Lords' pieces fit together.

For example, the morality system facilitates a broad variety of play styles and leads to some distinct late-game units based on your alignment. The path of good is tied more to sparing the lives of the innocent and protecting the weak than it is to any cosmic moral authority. As such, I decided that my undead were like friendly vampires. They did what they needed to do, but they were more interested in establishing systems of cooperation with the hope that everyone else would willingly choose to become zombies at some point in the future.

2852393-01.jpg

To that end, I made friends with the other races, brought them under my protection, and governed them as well as I could. I eventually converted them, but they were almost always better for it. Those choices lead to a positive alignment in the game, and I won by unifying the globe in peace and harmony. You won't see any complex, ambiguous moral quandaries here, but it works as the foundation for a creative system to promote an interesting network of decisions and allegiances.

Tendencies towards openness and role-playing even show up in Eternal Lords' single-player campaign. Here, you'll play as Arvik, a necromantic Frostling. He is the heir to his kingdom's throne and is thrust into a complex political situation, forcing him to make a series of tough calls as he unlocks his abilities as a powerful wizard. Each new scenario presents you with important decisions regarding how you want to govern your people and what kind of leader you want to be. It's not the best writing around, but it does reinforce the themes of Eternal Lords' minute-to-minute play--engaging decisions.

Eternal Lords carries a few problems over from its core game. Worker units aren't terribly useful, for example, outside of building singular roads. Flying units can move around the battlefield without any kind of penalty, and because those are typically the strongest units (i.e., dragons), it can sometimes feel like you don't have much recourse against stronger opponents. That's balanced somewhat by the sterling tactical play, which rewards careful planning and gutsy gambles, but it still leaves something to be desired.

2852394-03.jpg

The morality system facilitates a broad variety of play styles and leads to some distinct late-game units based on your alignment.

Strategy game legend and Civilization creator Sid Meier once said, "Games are a series of interesting decisions." By that metric, Age of Wonders III: Eternal Lords is excellent. Your possibility space is vast, and you can craft your adventure and your nation in any number of ways. Systems of morality, player races and classes, and governance all work together to create an interlocking web of player-driven narrative potential. This expansion's only real weaknesses are those endemic to the structure of the base game, but Eternal Lords is a worthy follow-up and fresh take on the classic turn-based strategy game formula.


Halo: Spartan Strike Review

By Anonymous on Apr 23, 2015 03:14 am

Right from the landmark battle aboard the UNSC Pillar of Autumn, the Halo franchise has almost always been a team effort, even though Master Chief has done most of the heavy lifting in the mainline series. That's where all the spin-offs and novels come in. As the follow-up to Vanguard Games' Halo: Spartan Assault, Halo: Spartan Strike is not only a spin-off, but also a top-down shooter that reinforces the notion that Halo need not be limited to the first-person perspective. From a continuity standpoint, Spartan Strike takes bigger risks than Spartan Assault, setting reprisals from Halo 2 while giving more screen time to the Prometheans, who weren't introduced to the series until Halo 4.

Spartan Strike's bite-sized five-minute missions fit in well with a straightforward story involving the Artifact of Doom plot device. In this case, the artifact is called the Conduit, a device that functions as a Promethean portal key. It is also a tried and tested sci-fi term that has been used in Mass Effect, Dead Space, and as the title of a Sega-published first-person shooter. Through much of Spartan Strike, the Conduit is subjected to a football-like change of hands between the UNSC Marine Corps and the Covenant.

Spartan Strike is never monotonous, partly thanks to its vehicular sections.

Equally engaging is the opportunity to revisit familiar areas from the main series. In Halo 2, New Mombasa was a war-torn battleground where Master Chief was just one of countless soldiers tasked to repel the Covenant. The raised visual perspective of Spartan Strike shows off New Mombasa as a highly vertical metropolis. While you're guiding a Spartan-IV along a commercial district in the foreground, UNSC troops are holding their own on a bridge in the background, hundreds of yards away. Although your player-character functions like a one-man army, nothing detracts from the implied accomplishments of the soldiers in the surrounding areas. Conversely, the location shift to Gamma Halo (also known as Installation 03) is a less engrossing environment, as, for the most part, it's a generic jungle accented with Forerunner architecture.

The 15 years Halo has been around offers more than enough time for minor timeline errors and potential retconning. It might be inconsistent to see Prometheans in a story arc related to Halo 2, but that doesn't dilute the gratification of making them disintegrate, especially when using their own weapons.

Spartan Strike's bite-sized five-minute missions fit in well with a straightforward story involving the Artifact of Doom plot device trope.

Much like the Rappys in Phantasy Star Online and the blackbirds in Bloodborne, the Halo Grunts are the series' annoyance incarnate, which makes melee kills with rifle butts all the more satisfying. Even without the first-person view, killing up close in Spartan Strike quenches the bloodlust for these troublesome halflings. As in Spartan Assault, transposing familiar enemies into an overhead-camera perspective works, because of the familiar weapons used to kill them. The battle rifle bridges the lethality of the sniper rifle with the firing rate of the assault rifle, and, as always, makes short work of any elite. The same goes for the mounted gun atop a warthog, which doesn't suffer from overheating.

If you've played Spartan Assault (and you should have already, if you're a fan of Halo's expanded universe), the Spartan Strike mission objectives will be very familiar. A given stage will involve one, or a combination, of the following objectives: get from Point A to Point B, destroy X objects, or survive for X seconds. Again, these are short missions, and the simplicity of these assignments works well for Spartan Strike. Holding your ground in a limited space offers a glimpse of how a Fireflight mode would work as a twin stick shooter. Whatever your objectives, it's the abundance of Covenant and Prometheans that serves as the game's connective tissue. The odds seldom feel overwhelming, but there's still a lot of death to go around. Thrilling moments, like vanquishing energy sword-wielding elites, often make high-score incentives a secondary priority. And with all the A.I. marines joining the fight, it's a mystery that Spartan Strike lacks multiplayer, especially when it was one of the big draws of Spartan Assault.

There are very few extended breaks in between gun battles.

That's not to say Spartan Strike is bereft of features. Customizable loadouts, uncommon in the mainline Halo campaigns, let you pair the assault rifle with a rocket launcher right out the door. Add an armor ability like a regen field, and you have a Spartan who can go toe-to-toe with the Chief. You are fortified well enough that, potentially, you could clear Spartan Strike without dying. This is compounded by the mandatory auto-aim, which cannot be toggled off in the Settings menu. At least you can count on Halo Skulls to give the Covenant and the Prometheans a fighting chance. Whether it's lack of armor or low ammo pick-ups, there's something to increase the stakes. As usual, using Skulls isn't a purely masochistic exercise; reward flirts with risk, since XP is multiplied with Skulls.

XP is the juicy core of Spartan Strike's replay incentives. It's the currency for purchasing optional weapons like the Spartan laser or the sniper rifle. These armaments significantly help in fulfilling Assault Ops goals, purely non-mandatory assignments that yield more XP, bragging rights, and progress toward a couple of achievements. And while, typically, achievements are not worth noting, Halo: Spartan Strike's inclusion as an Xbox game for Windows means that achievements can already be earned without having to wait for the unannounced but presumptive Xbox One version.

A nostalgic return to New Mombasa .

Much like Spartan Assault before it, Spartan Strike is the closest we have to a Halo game, had it existed in the late 1980s arcades. While the lack of multiplayer is disappointing, it features more than enough loadout options to add variety that it warrants repeat playthroughs. More importantly, Spartan Strike still retains Halo's core combat appeal despite the top-down view, auto-aiming, and amped up armor abilities. It preserves the palpable tension in emptying two M7 Caseless SMGs while back-pedalling against a brute. It's a familiar predicament for Halo fans, but one that can be remedied in Spartan Strike with the one-button ease of an air strike. That might be unfair to the brute, but if you've ever been on the receiving end of a gravity hammer, an air strike is hardly a cheap countermeasure.


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