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John-117

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Posts posted by John-117

  1. Hey guys I am in need in a new headset. I am willing to put in a $150 on one but, I don't know what I should really look for. If the price is little more than $150 I will be fine with paying the extra.

     

    Here is what I am looking for:

    In game sound

    An example would be like in a stealth game you hear the guards footsteps I want to be able to here that type of stuff through my headset.

     

    Surround Sound

     

    Voices are Clear

     

     

    Please leave your recommendations below and the most important thing is the first thing I put...in game sound.

    Thanks,

    John-117

  2. Ok so I know a lot of people are wondering what maps we are getting with CEA....well I have some exclusive confirmations on some we will get and see and also some possible ones! Without further ado lets get started!

     

    The confirmed maps:

    Pennace (Damnation)

    Halo_Damn_6.jpeg

    Battle Canyon (Beaver Creek)

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    Hang Em' High

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    Timberland

    mysteryhalomap.jpg

    The rumored/possible maps:

    Infinity

    Halo_Combat_Evolved-Infinity.jpg

    Death Island

    HaloCE_-_Death_Island.jpg

     

    Unknown Firefight map

     

     

     

     

     

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  3. twist-control-the-new-xbox-360-dashboard.jpg

     

    Twist Control is the name of the new Xbox 360 dashboard according to Robin Burrowes, Xbox Live product marketing manager for EMEA. The new dashboard is supposedly coming out later this year.

     

    Due to the massive amounts of content on the Xbox Live Marketplace, nearing 20,000, the new dashboard was necessary to make it look less cluttered and easier to use. Twist will make it easier to browse for this content as well as for games.

     

    “Hopefully the new dash will show this service proposition goes beyond gaming,” said Burrowes. “We’ll never lose our focus on that gaming audience. In fact, developing the investment infrastructure to develop programs like cloud storage and Facebook posting and the beacons, are three examples of continuing to invest in that space." [/url]

     

    If you have a Xbox Kinect, the redesign will allow you to have voice and motion control over the menu. Twist Control also includes new channels and a top display, allowing for easier use for those still using the 360 controller. The Beacons section will allow users to post what they're doing on Xbox Live and Facebook, and will make it easier for you to contact your friends.

     

    “Our games Marketplace environment is really beginning to get optimized. We’re now selling more with new transaction space than we are with subscription space for the first, which is showing to us our core audience is staying with us and spending more time, money and effort within games as well as entertainment.”

     

    Twist Control is expected to launch sometime before Christmas. As we get more details we'll be sure to get them to you. In the meantime, are you excited for the new dash? It's very...not green, so I like that atleast.

    [via g4tv.com]

     

     

    This post has been promoted to an article

  4. Sad News/ Happy News!

     

    I am sad to say that after spending countless hours of searching for info on the recent map rumors and vehicle rumors related to Halo 4, all the vehicles are concept art for Halo Wars and then the map that was rumored to be call “Canary” was just concept art for “Highground” on Halo 3. Now, to make up for the sad news on the rumors I found this photo below:

     

    Reaper_concept_wb.jpg

     

     

     

     

    This photo is supposed to be a weapon that will be featured in Halo 4. I personally find this pretty hard to believe. My reasoning is, it just looks like some concept art of the Brute shot with a giant red needle in the middle. Also another reason is because if you look at the 343i logo, it looks like the word industries was moved a little to the right.

     

    Halofest info!

     

    Tournaments info:

     

    Friday, August 26th

     

    Anniversary 4v4 Team Slayer – First Round

    10:00am-12:00pm

    Bracketed, single elimination - First Round of the two day event. First Strike! Jump into the fray as teams of four compete in a single-elimination tournament featuring: Halo: Combat Evolved Anniversary.

     

     

    Saturday, August 27th

     

    Anniversary 4v4 Team Slayer – Final Round

    10:00am-12:00pm

    Bracketed, single elimination - Final Round of the two day event. Enter the melee Saturday morning with a 4v4, single-elimination tournament featuring Halo: Combat Evolved Anniversary.

     

     

     

    Reach Racing

    12:00pm-1:00pm

    8-person races, race maps provided by Halo community member CruelLEGACEY. Hit the track Saturday afternoon in an eight person race through Halo: Reach's most popular forged race tracks.

     

     

     

    Reach Forge Contest

    1:00pm-2:30pm

    3-4 Challenges. I need a hammer! Compete against other players to create the best forge map in Halo: Reach.

     

     

    Sunday, August 28th

     

    FLAG Firefight

    11:00am-1:00pm

    Beat the best score! Compete to earn the highest score in Halo: Reach Firefight.

     

    Entry Fee: $10 (all proceeds go to fight breast cancer).

     

     

     

    Anniversary 4v4 CTF

    1:30pm-3:00pm

    Bracketed, single elimination. Ransack the enemy base in a 4v4, single elimination tournament featuring: Halo: Combat Evolved Anniversary.

     

     

     

    FLAG Firefight

    4:00pm-6:00pm

    Beat the best score! Fight for honor, bravery and the cure. This tournament features Halo: Reach.

     

    Entry Fee: $10 (all proceeds go to fight breast cancer).

     

     

    Don’t forget, the Official Halo Fest Information page is your one-stop shop for tournament and panel schedules, along with all the general information concerning the three-day event. What you won’t find on that page, however, is answers to your already-asked questions. You know why? Because they’re below!

     

    Rollin like a B-7!

     

    For those who have not seen my videos I posted later about the B-Roll for two maps from CEA. Those two maps are Damnation and Beaver Creek!

     

    Damnation!

     

    [media]http://www.youtube.com/watch?v=a--EutYckr0&feature=player_detailpage[/media]

     

     

     

    Damnation Gameplay!

     

    http://www.youtube.com/watch?v=dSrlaIJkm0M&feature=player_embedded

     

     

     

    Beaver Creek!

     

    http://www.youtube.c...ayer_detailpage

     

     

     

     

     

    Halo CEA Multiplayer Maps are basic math, 6=12:

     

    As some eagle-eyed social media consumers have already noticed, a select few members of the gaming press have visited the outer halls of the 343 mothership recently. While they're not quite ready to fully reveal the fruits of their coverage just yet, we do have some delicious question answering morsels to satiate you as we continue to countdown the hours until the metaphorical informational floodgates begin to open at Halo Fest on August 26th.

     

    With members of the Halo: Anniversary team hard at work across multiple continents and countries, this particular deep dive fell to my feeble fingers to peck out some pertinent particulars on the Multiplayer map variants that will ship on disc when Halo: Anniversary launches in November of this year.

     

    Map remakes have always been a contentious topic for Halo fans. The paths, jumps, and sightlines for these carnage-filled locations are ingrained in the muscle memory of the hardcore players. The designers, artists, and engineers on the Anniversary team have no small task: they have to create spaces that feel new and fresh while retaining the overarching flow for the spaces they're based on. The Multiplayer team has come up with a unique solution to this particular challenge: EVERY Multiplayer map that ships with Anniversary will have two distinct variants.

     

    What exactly does that mean? Well, one forum poster put it this way: "Oh, so you're actually shipping 12 new MP maps?" While we'd never make that claim ourselves, there is a tiny kernel of truth to the sentiment behind the post. One variant will replicate the classic layout of their namesakes while the other will offer new tunnels, rooms and maneuvering options that take full advantage of the base Reach sandbox. In fact, these new variants are so unique, they'll actually have new names to go along with their new digs.

     

    Today, we're turning our attention to two of these maps: Beaver Creek and Damnation. No doubt you've already been glancing lovingly at screens of both maps since we revealed Anniversary at this year’s E3. We touched on some of the differences in broad detail on the latest episode of the 343 Sparkast, but today we're showing images of both variants for these two maps.

     

    The first maps we’re going to take a gander at are Beaver Creek (which is in some ways a hybrid of Battle Creek and Beaver Creek-proper), and the vernal battlefield that is Battle Canyon. Experienced warriors will feel immediately comfortable in the tight confines of this basically symmetrical playspace nestled in the mysterious confines of an unknown Forerunner structure.

     

     

     

    image4-2.jpg image5-2.jpg

    The Beaver Creek iteration replicates the flow and layout of the classic environment it's based on. Matching teleporters still adorn the backside of both bases, while Battle Canyon prefers to stretch out its environment to take advantage of tunnels built into both backsides of the map. The base teleporters are replaced with a vertical mancannon to help vertically-challenged Spartans make the blind leap into the enemy base. If you're an assaulter with a case of acrophobia, fear not; your trusty teleporters still grace this space. But instead of adjoining the base, they now have their own private bivouac in the back walls of the map.

     

     

     

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    This serves several purposes, but basically this makes it more difficult for the defending team to camp the backroom without having to sacrifice sightlines down each side of the base.

     

     

     

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    The creek running through the middle of the map has always been a hotbed for multiplayer carnage in every iteration of this map. Beaver Creek still features an Overshield and Active Camo facing off at each end of the waterway while the Battle Canyon variant differentiates itself by following the water into the sides of canyon wall. These alternate paths allow for additional cover while making your way down the side while also allowing pursuers to pelt the openings with a plethora of well-placed grenades. These cave spaces feel reminiscent of the water-filled side passage in Hemorrhage.

     

     

     

    image9-2.jpg image10-2.jpg

    These cosmetic changes aren't the only additions for this environment, though. There are also unique weapon placements on Beaver Creek and Battle Canyon.

     

    The next map we're digging into is Damnation, or Penance as its feisty upstart alter-ego prefers to go by. Instead of the light purple geometric layout from the classic map, this new space is set in the midst of an alien Covenant water treatment facility. Did I mention this particular plant has seen better days? The waterfalls rushing down the side of the level aren't the only drenching flows in this map. The entire place seems to have sprung a leak so please watch your step as you might slip on the many ramps and walkways that carry you around the map. [Writer’s note: No, we haven't added a real-time traction mechanic to the Halo sandbox. This was just a bit of metaphorical flourish to set the stage for this particular arena.]

     

    There aren't many dramatic differences between both of these spaces other than the differing weapon placements. However, the changes that do exist alter the flow in subtle, but still substantial ways.

     

    image11-2.jpg image12-2.jpg

     

     

    The first and most immediately noticeable difference is the lower walkway by the waterfalls. In the original Damnation, a trio of spokes shot out of the middle which sure-footed Spartans could jump across for a quick dash to the other side. Other, less steady soldiers (like me) would often fall to their doom while looking up at the other elevated spaces. Penance offers an unbroken path across the underside while Damnation still features the trio of lubricious outcroppings for the purists out there.

     

     

     

    image13-2.jpg

     

    Since Halo: Reach doesn’t support ladders for vertical locomotion (a method that was evolved out of the game in the early days because it slowed combat), a lift now allows players to move up from the middle rocket spawn.

     

     

     

     

    image14-2.jpg image15-2.jpg

    As a testament to the original layout of the classic map on Penance, the only other substantial difference is a lift that allows a quick option to gain verticality for those without a jetpack strapped on their backs, as well as iterations of the map where armor abilities or jetpacks specifically are removed.

     

     

     

    The great and mighty bs angel drops many hints!

     

    I found this and drops some hints of things we might see in the title update!

     

    I was actually in that last match, doing the following amazing things: no scoping the air next to David’s head, throwing grenades then immediately rushing into their blast radius, and falling off the edge to my death, time and time again. When I relayed that last part to Max Hoberman, President of Certain Affinity, he had this to say:

     

    “Falling to your death is never much fun (unless maybe you try something utterly stupid or ballsy and got your just desserts). A lot of people disliked this aspect of the central bridge in Damnation. So we left the gaps in the bridge in the classic variant, but added custom Forge pieces to fill them in for the new variant.”

     

    Remind me to load up that version next time. He also provided a little more insight into this particular map.

     

    “One of the challenges that we faced was that current generation maps typically have epic vistas, while the early Halo maps were mostly closed boxes. We really wanted to give Damnation an epic feel, but without altering the fundamental nature of the spaces. We worked really hard at this, one example being the natural area that you can see past the windows. We also added a gravity lift to the pump room (lower level, right off the central bridge). This was due to people feeling vulnerable on the long ramp. It results in shotgun alley being an even heavier traffic area on the new variant. Of course, it's a Forge piece, so doesn't exist on the original variant.”

     

    Oh Max, you had me at shotgun! Speaking of which, I’d just like to take a moment to say that some of my favorite Halo 2 moments involved sitting a few feet back from the Beaver Creek base teleporter, patiently gifting exiting Spartans with shotgun blasts to the face. Many a spree was attained this way, and I’m determined to do something similar in the new version. Mark my words, because where there’s a will, there’s a Shea.

     

    Well thats it for this week. I am unsure if I will do a weekly update next week due to Halofest. PREPARE FOR THE FLOODGATES TO OPEN NEXT WEEK!

     

    John-117

     

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  5. It impossible due to console limitations and lag issues. I wish this could happen though. Also do not say this is console gameplay because it was confirmed to be PC Gameplay. Also the console version has a 24 player limit.

  6. Here is some of the news from today, WARNING I might have to post multiple replies.

     

    Battlefield 3 to feature co-op:

    Need another reason to get excited for Battlefield 3? Co-op mode confirmed. EA announced the addition today at Gamescom with an onstage demo of two players working their way through a dark compound that led into the street. Ground and air vehicles are confirmed for the mode and so is "tight urban warfare." Look for a revival system and some ridiculous cursing and screaming from the in-game characters when the game ships this October.

     

     

     

    Battlefield-3-image-300x234.jpg

     

    Gears of War 3 New Photos!

    These screens are from the campaign:

     

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    stadium_campaign_01--article_image.jpg

     

    These screens are from Horde mode:

     

    gears_3_-_horde_berserkers_01--article_image.jpg

     

    gears_3_-_horde_hotel_e3_01--article_image.jpg

     

    gears_3_-_horde_hotel_e3_02--article_image.jpg

     

    gears_3_-_hordebosswave--article_image.jpg

     

    Gears of War devs to ban leakers:

    It has been confirmed that Epic games will ban the people that leaked an unfinished version of the Gears of War 3 campaign.

     

    Gears of 3D!

    It has been confirmed that Gears of War 3 will feature stereoscopic 3D support.

     

    Epic Games already working on 5 other projects other than Gears of War:

    On September 20, developer Epic Games will release Gears of War 3, the conclusion to the Xbox 360's exclusive shooter trilogy. What does Epic have planned after that? Quite a lot, actually.

     

    At a talk during the Game Developers Conference Europe today, Epic's President, Mike Capps, revealed the developer is already working on five new games. The projects are currently in various stages of prototyping and development. No specific titles or details were revealed, although Capps did confirm that these games are unrelated to the Gears of War franchise.

     

    Epic is returning to its roots, in a way: it is targeting the PC as the primary platform for these new endeavors. During the '90s, Epic made PC games almost exclusively and only began focusing on consoles -- and particularly the Xbox 360 -- in the last decade with Gears of War.

     

    During today's talk, Capps explained that Epic finished developing Gears of War 3 early and enjoyed having plenty of time to polish it excessively and begin work on new projects.

     

    Assassins Creed Embers to launch along side Revelations in November:

     

    Ubisoft has announced that Assassin’s Creed Embers, a new computer generated animated short movie, will ship when Assassin's Creed: Revelations is released at retail. Assassin’s Creed Embers will expand on the final chapter of the life of master assassin Ezio Auditore and a journey that has spanned more than four decades. The animated short, developed by UbiWorkshop, will be available with the Assassin’s Creed Revelations Animus Edition, with the Collector Edition, and for digital download on Xbox LIVE Marketplace for the Xbox 360 video game and entertainment system from Microsoft and PlayStation Network.

     

    As well as the Assassin’s Creed Embers Movie, the Animus Edition includes the Animus box which requires the owner to break the Assassin seal to unveil its content, an in-depth encyclopaedia, with comprehensive entries on the major characters, events and other important aspects of the Assassin’s Creed universe, exclusive in-game content. In the Collector Edition includes The Collector box, an Art book featuring fifty pages of illustrations and concept art related to the game, original game soundtrack, exclusive in-game content and the Assassin’s Creed Embers movie.

     

     

     

     

     

     

     

     

     

     

     

     

  7. I have been able to find gameplay on two, yes I said two of the multiplayer maps that are coming with CEA! The two that were showed are Damnation and Beaver Creek! Here the are!

     

    Damnation:

    http://www.youtube.com/watch?v=a--EutYckr0&feature=player_embedded

     

    Beaver Creek:

    http://www.youtube.com/watch?v=w8cgMMRlHQs&feature=player_detailpage

     

     

    As you can see, 343 seems to be paying more attention to detail on the maps. An example would be the waterfalls and lighting effects on Damnation and the creek and water drops on Beaver Creek!

    Hope you enjoy!

    John-117

    • Like 1
  8. I am staring a news thread that will act as a full on news thread for Halo and other games. This includes Gears of War, Assassin's Creed, Call of Duty, and Assassin's Creed!

     

    Let's get started:

     

    Gears of War: Act 1 with no spoilers:

     

    This preview is spoiler free, minus some minor pieces of information, to ensure you can get in the know about what to expect this September without spoiling any of the campaign itself. Certain parts of the campaign that have already been talked about or touched on publically may be mentioned, but no story details or major gameplay moments will be discussed.

     

    Expectations are a funny thing. After just under a three year wait since those final harrowing words from Adam Fenix at the end of Gears 2, I was finally about to get a taste of the first act of this final story for the characters I’d been following for almost five years. Sitting down in a dimly lit blood red room in the middle of London, that feeling of expectation for something incredible was more apparent than ever before. The question is, would Act One deliver on those high expectations?

     

    First, let’s get the surprise out of the way – Gears of War 3 will have a 3D mode for those of you with 3D televisions, which adds yet ANOTHER feature onto a seemingly gargantuan sized game releasing this fall. I didn’t get “eyes on” with the 3D mode due to some unfortunate flight issues cutting the event short, but expect more information to be available in the near future.

     

    actone3.jpg

     

    Before getting our own hands on with the campaign mode, Rod Fergusson (Executive Producer, Gears of War) introduced the session with a “Previously on Gears of War…” cutscene that recaps the story up until the start of Gears of War 3. If you’ve read the books, it’s going to be a startling wakeup call as to how simply you can explain away the entire trilogy of books to the audience that didn’t read them, and how well-crafted the transition from Gears of War 2 to Gears of War 3 has actually been to accommodate that time gap.

     

    One of the most notable changes to the core of Gears experience from the second the game begins is the heavy investment into story. Even from an extremely unique opening sequence, the story has a much heftier, confident tone thanks to Karen Traviss’ writing standing up to the transition to gaming. Whilst I can’t talk about anything for the sake of avoiding spoilers, just know that fans of the fiction are in for a massive treat come this September.

     

    The meat of this campaign though, and the key to its replayability, is going to lie in the core combat design. This is far and away the best combat design in Gears so far and, judging by the opening act of the campaign, some of the best seen in gaming so far. Gears had ditched the more linear fashion adopted by Gears 2’s campaign in favour of combat bowls, giving you multiple approaches, hidden weapons and different enemies to tackle in almost every single firefight. Diversity is simply everywhere, from the deck of Raven’s Nest with its wide open spaces and multiple levels of combat to below deck with its small cramped nature and its closed corridor flanks. Later in the game, I found myself fighting transforming Lambent Drudges, Lambent Wretches, Lambent Drones and stalks all at once – the combat is simply breathtaking and constantly requires every ounce of your attention, blending that perfect mix of variety, strategy and shooting to create a gripping blend of third person shooter action that was actually pretty exhausting to play.

     

    The enemy variety plays a big part in this – the transformed Lambent provide a much tougher challenge compared to their Locust counterparts, with the transforming drudges coming in various forms depending on the situation – one form sprouts a large tentacle head that fires beams of imulsion that can hit you over cover, whereas another sprouts three tentacles that can allow it to deal with three of you at once. This constant shifting nature of the Lambent adds an element of unpredictability, resulting in a fun new type of enemy to tackle. Later into the act, the Savage Locust make their appearance as a brute force aggressor compared to the adaptive nature of the Lambent. Savage Locust are very much like fighting your usual Locust except they are for more deadly, pressing on you with Butcher Cleavers, Retro Lancers, Gnashers and Longshots to force you to keep your head down and find those flanks. They are surprisingly different to fight, and a testament to yet another way Epic finds to constantly keep the variety there as much as possible.

     

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    Speaking of enemies, the new enemy reveal (if you didn’t catch glimpses of it from our E3 Horde Coverage) is the Gunker – a Lambent Boomer that is going to make you die inside every time you see one on the battlefield. By throwing large balls of imulsion that will hit you THROUGH cover, you’re going to be forced to move from cover to cover constantly as you shoot its glowing lambent shoulder. Be prepared to be shooting that shoulder for a long time though – it takes a full three direct Boomshot hits to take one down on Hardcore, and a lot more Lancer ammo than you’d ever expect without one. Forcing you to move makes it incredibly fun though, and fighting Gunkers alongside transformed Drudges and Lambent Drones proved to make for some thrilling gameplay – just don’t expect to have it easy.

     

    Thankfully, the friendly AI is good enough to make your experience in solo play feel somewhat supported by your teammates. The AI will pick you up fairly quickly after you go down, only committing one character to come and revive you whilst the other two continue to fight off enemies – and yes, that does mean you don’t have to reload the checkpoint anymore if you go “down but not out” in solo play. They’ll also do a fair amount of damage too, and I actually found myself getting surprised when one of my AI teammates finished an enemy off that I hadn’t even fired at yet.

     

    If you’ve been expecting Call of Duty style set pieces for this next iteration of the franchise however, you’re not in luck in Act One. The impression made on me in Act One is that rather than showing incredible stuff happening around you, Epic wants to involve the player in those big situations instead. It’s a refreshing move to see a blockbuster video game actually keeping itself as close to a video game as possible in a market full of “movie wannabes”, but it also means there is a big reliance for those moments to deliver. Some of the unique situations you are given really mix up the gameplay and provide refreshing memorable moments throughout the experience to change up the pace fairly regularly. The problem is that Act One never brought anything incredibly special to the table until nearer to the end, with a moment that I’m sure fans are going to talking about for weeks after the release.

     

    All of this is bookended into one seriously good looking game thanks to the latest iteration of Unreal Engine 3, with some monumental technical gains instantly apparent over Gears of War 2. The lighting system is a simply astounding step up in graphical fidelity, providing realistic light and shadows compared to Gears 2’s relatively flat lighting. The animations in Gears 3, especially when it comes to facial animation, have also had another big step up in creating a sense of fluidity – I was especially impressed at smaller animations that play in certain situations that lend another touch of realism to the game. One good example below deck on Raven’s Nest, where walking through a doorway will have Marcus hold on to the side and step through with a custom animation. I’m also happy to report that I didn’t experience (or notice) any texture pop in during my entire playtime.

     

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    But it’s not just the power of Unreal Engine that makes this game so pretty – it’s also the strong art direction and attention to detail that is absolutely everywhere. From the abundance of NPCs with custom animations and routines in non-combat areas to small little items that just give a feeling of belonging in the universe, the entire act felt like no area had to be skipped over and rushed. The sheer variety of areas you visit, and how much they differ from one to the other, kept things extremely fresh, and it was always exciting to reach the next area just to see something new.

     

    All in all, it took me around two and a half hours to complete the entire first Act on my own with the difficulty set to Hardcore. Whilst Rod made clear that every act length is different, it’s a staggeringly impressive length to open the campaign with, and could be a telling indication on a lengthy campaign mode at a time when other campaign experiences are becoming shorter and shorter. The entire game is designed around this seemingly “variety first” approach, and throughout the whole first act no two combat situations felt the same, whether due to the variety of enemies thrown at you, a gameplay twist, or even just down to being in a brand new environment. The only question remains is whether this very strong opening can continue over the remaining 26 chapters of the campaign, but all indications point to an extremely refined and perfectly paced rollercoaster ride this September that will live up to expectations – and then some.

     

     

    Gearhead Facts

    • Easter eggs are everywhere, and they are awesome. You’ll have a lot of fun finding them.

    • The Retro Lancer blindfire recoil is insane now – your reticule shakes all over the place.

    • The sensitivity options have now been increased even further, up to a maximum of 20. Your old beta settings won’t feel the same so prepare to find your sweet spots again.

    • Seeing a Crimson Omen on the wall to alert you that COG tags are nearby is so awesome. You won’t realise how much you missed it until you feel that urge to hunt for it surge through you again.

    • I got to play roughly 10 minutes of Arcade Mode in solo play using two mutators – Headless Chicken (Headshots don’t kill enemies, they run around still shooting for a while before dying) and Scavenger (No ammo boxes).

     

     

    • The Sawed-Off didn’t appear once for me during the entirety of Act One• Trishka from Bulletstorm voices a character in the game

     

    Check out the cut up spoiler free gameplay footage from Act One of the campaign below! Let us know what you think in the comments! http://www.youtube.com/watch?v=i0N7XTQjPdQ&feature=player_embedded#t=0s

     

    [ via Gearscon.com ]

    Batman Arkham City: Mr. Freeze Has been announced!

    There's a chill in Arkham City...

    http://www.youtube.com/watch?v=Q7eNwA9mLVA&feature=player_detailpage

    Call of Duty: Life after Modern Warfare 3:

     

    A Treyarch employee has reportedly been caught in the act of playing an unknown title from the ‘Call of Duty’ franchise developer, resoundingly titled ‘Iron Wolf.’ Will Activision publish a game based from Viktor Reznov’s spin off? The next addition in the Call of Duty franchise, Modern Warfare 3 (MW3), is still far from hitting retail shelves, to be exact, CoD fans need to wait about 3 months — but that hasn’t prevented the hunger of first person shooter fans from speculating what’s next for the highly successful series.

     

    While the biennial turn-around for Infinity Ward’s Modern Warfare installments seems like something that is obvious these days, Treyarch‘s period-piece Call of Duty games, such as last year’s Black Ops, tend to be surrounding in a bit more mystery — considering they’re not stacked into one time period (and subsequently have more room to explore various war scenarios).

     

    So, if one perceptive shooter fan is to be believed, we might already have a bit of details into what in the cards for Treyarch — specifically, a working title for their next game to the series, Call of Duty: Iron Wolf.

     

    Well that's it for now, look for daily updates!

     

     

     

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