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This union is dedicated to all games in the FPS and RPG genre. Feel free to make a thread dedicated to your favorite series, as long as one isnt already around. And If you intend to join, please be as active as possible.

Latest Updates

Saints Row 2 Preview

Taken from OPSM issue 24 November 2008

Key Words

Its

Funnier

Than

GTA IV

I'm dressed as a hot-dog, shooting at people from the safety of a monster truck while Boy George's Karma Chameleon pumps from the stereo. Which might not be your idea of fun. but ive made some confusing life choices. The magic/madness of saints row 2 is that anything you dont like you can change from the way you strut around, how you grapple with rival gang members, the paint-job on your car and the music you listen to. Customisation is king in the fictional city of Stillwater.

Fun lovin' criminals

But for all the individuality that's on offer the fouc isn's necessarily on playing solo. The real laughs are likely to be found online. Where you can invite friends into your city - or join them in theirs - to tackle any of the main game's missions and mini - games. While the open worled crime vibe is unashamedly familiar, there are some great film references (which GTA IV actually shielded away from) to spot. Like base jumping through an exploding hotel - a nod towards Jackie Chan's Rush Hour. Volitions love of kung fu flicks in particular the obvious mission sees you swinging a samurai sword around to fend off various yellow jumpsuit clad henchmen. Comparisons to GTA IV are inescapable. But i suspect theres a sizeable portion of fanbase who'll be glad that Saints Row 2 ditched ulta - realism in favour of all out lulz. This is a big, stupid, fun game Granted its not great looking - Liberty city has spoiled us in that department - But its far from disappointing and the sheer excess could be enough to disguise the slightly rough edges.

WTH Thing to do in Stillwater

Take hostages

Gone are the days when jacking a car sees the passenger flee in terror. Hitting triangle will trap them inside while you tear around the streets. Last long enough and your newly captured 'friend' will reward you with a fistful of dollars.

Be on TV

Become a reality TV star for the day patrolling the streets as on of the citys finest . Stop streakers , break up protests and resolve domestic disputes Its all about ratings so the use of chainsaws and flame throwers is activley encouraged.

Control the crowd

Z-List celebritys even need protection. Earn money by protecting Stillwaters celebs from crazed fans but why beat them up when you could put them in a jcb bucket and launch them into the air "Marry meeeeeeeeeee"

Posted by xXJ0N0K3RXx, Oct 10, 2008 6:55 am GMT 2 Comments
Final Fantasy Versus XIII Preview

Taken from OPM issue 24 November 2008

Key Words

Gothic

Prince

Dark

City

Set in the same Universe as FFXIII, Versus XIII is an entirely independent story. Focusing on a shadowy, moody - looking prince, the last monarchy that controls the only remaining Crystal in the world - a powerful artefact in Final Fantasty lore (See Final Fantasy XIII Preview Below). As ruler of the Dark city, the Prince is a formidable doe, using telekinesis and potent magic to defend himself: vital given that his nation is locked in a cold war - style standoff with a rival. According to director Tetsuya Nomura the combat will involve real time battles akin to Kingdom Hearts, with some first person element (xXJ0N0K3RXx's note : Sound a little bit like dirge of cereberus but more fun). Overall the tone will be darker , bleaker and more realistic than in other FF games. That said the Prince's friends seem fairly upbeat, mucking about and laughing with eachover in the latest trailer. Meanwhile a new blond girl is seen wandering around the Prince's castle and could be his love interest. Maybe she'll cheer him up a bit!

Posted by xXJ0N0K3RXx, Oct 9, 2008 2:57 pm GMT 0 Comments
Final Fantasy XIII Preview

Taken from OPSM Issue 24 November 2008

Key Words:

Cocoon

Crystals

Lightning

Strike

The word in Japan is that the Avtice Battle System - the turn - based compat setup introduced by 1991's FFIV- is back, back, back! According to XIII's battle director, Toshiro Tsuchida, the system has been rebuilt with a view to recreating the flowing, cinematic action of the FF movie Advent Children. Players can stack moves to increase their potency, and use the enviroment offensively - at one point new hero Lightning smashed a soldier into a light to electrocute him. There's also an Overclock mode that slows time, giving you time to plan attacks. Interestingly, Lightning initially seems to be the villain. FFXIII's world is split into the utopian Cacoon and the sinister Pulse, both rules by sentient Crystals (a regular theme in FF - keep up at the back!). Lightning leads and assault against Cocoon and seems to have been chosen by a Crystal as.... 'The enemy of mankings'.

Quick pitch

Gorgeous girl

Expect cinema0quality CGI rendered in-game by Square Enix's Crystal Tools Engine which uses four of the cell's SPEs at once, to make it pretty

Figting fit

Combat is still turn-based and menu-driven but emphasises fast action and acrobatic moves.

Multi-part epic

FFXIII is only one of three games in a new, self continued FF saga.

5 REASONS WHY XIII WILL DEVOUR YOU LIKE

1. The story

Heroine lightning is apparently chosen to destroy the idyllic and technologically advanced coccon that segregates itself from the darker pulse. People influenced or affected by pulse are quaratined, then exiled suggesting this idyll has a dark underbelly

2. The looks

The Crystal tools engine developed by Square Enix looks incredible

3.The cast

A new pigtailed girl is the latest character revealed. Armed with a bow , she is Luci somone chosen by Cocoon's rulers to undertake a special mission. She can conjure a green demigod called carbuncle - it's almost certainly a magical summon attack.

4. The Combat

It's turn based , but youll be fusing streamlined action menus with real time movement. an overclcoked gauge enables you to slow events to inflict more powerful attacks. similar to Limit Breaks of previous games

5. The star

Lightning has amnesia (page five in the big book of character Cliche's).Military insignia suggest she was once a soldier, though. She carries a gunblade which switches between a sword and a shotgun, and can manipulate gravity. (xXJ0N0K3RS NOTE: This seems very similar to march 2008's Lost Odyssey with the amnesia).

Well that is all i have for you for now keep watching this space for a preview of final fantasy Versus Xiii preview which will be posted SOON

J0N0 out!

Posted by xXJ0N0K3RXx, Oct 9, 2008 8:21 am GMT 0 Comments
Official Playstation Magazine Little Big Planet Review

Well Upon buying the new magazine i recieved a free Kratos Gift card for the full game!

The review was very positive saying it was the largest game they had ever seen . A huge plus i saw was that you can create your own objects using Pistons and Engines covering them in materials so imagine what is available through that another thing i found was that you can place the camera on a created level so you can give a nice atmosphere to it . The sackboy creation is HUGE! (I myself will go with a Joker/Chuck Norris sackboy please comment either on the Bulletin thread or on the bulletin itself with your ideas for levels etc.

The game will be released 31st October 2008

"Our First Level Was A Tomb Raider Style Platformer Full Of Spike Pits" OPM Magazine

It was rated 10/10 and received the OPM gold Award

Posted by xXJ0N0K3RXx, Sep 29, 2008 8:12 am GMT 12 Comments
New Banner and avatar
Well they are now finished and up
Posted by xXJ0N0K3RXx, Sep 22, 2008 6:09 am GMT 10 Comments
Our leaders avatar

This is a petition to get raven squad our leaders avatar changed from that turdy heather pictures to this sexy slick stylish one i made

Posted by xXJ0N0K3RXx, Sep 16, 2008 1:37 pm GMT 14 Comments
Fallout 3 New GamePlay Demo Released!!!

Fallout 3 is by far one of the most anticapated releases this year but now your thirst can be quenched for a while with a look at some more gameplay. You can find all 5 parts of the demo here

http://uk.gamespot.com/ps3/rpg/fallout3/videos.html?mode=all

There will be a thread in the chat place for you to discuss

Ill be back with anymore news

Posted by xXJ0N0K3RXx, Sep 16, 2008 10:05 am GMT 0 Comments
Union reopend

So now that raven is the new leader we have now much more activity so if you have gotten the message from me you can now find that it was true and activity is up 100% so welcome again

Posted by xXJ0N0K3RXx, Sep 14, 2008 11:32 am GMT 0 Comments
Our new Leader!

it's raven_squad! and RESI resigned and now we got a new leader!

Posted by Esteban94, Aug 26, 2008 7:04 pm GMT 10 Comments
Source: Motion-controlled Shenmue to be ported to Wii

by Jack Loftus | 05/16/2008 | 11:27:59 AM PST

A Swedish gaming mag thinks it has a scoop on the next big Wii port: Shenmue 1 and 2 (with waggle).

Add waggle to your list of abilities

Add waggle to your list of abilities

Swedish gaming magazine GameReactor has published a rumor in its latest issue that hints the Shenmue series from Sega could see a revival of sorts on the Wii.

According to a post over at Button Bandits, the magazine states that Shenmue 1 and 2 are being ported to the Nintendo Wii and are set to feature all new mini games.

Translated into English, the article states:

"Shenmue is back! Sega has re-released ****cs like Nights, Bass Fishing and House of the Dead lately. Now it's said that Shenmue is next. But don't think that it's about a new game, instead, they're bringing back the two original Shenmue games with extra Wiimote-minigames which will be released for the Wii."

Sounds like wishful thinking on their part, but an updated return to the world of Shenmue with motion controls could be interesting. Mini-games though? That's so Wii Play.

Posted by Ice_man_1985, May 21, 2008 5:22 am GMT 2 Comments
Killzone 2 Hands-On Impressions

Killzone 2 information has been thin on the ground throughout the title's development. Sony and Guerilla Games threw PlayStation fans a bone yesterday when they not only gave media a chance to play the title, but finally ended speculation around its ship date. Confirmed during the Sony keynote as having an intended February 2009 ship date in Europe, SCEE reps at the game's booth were quick to point out they could have got the game on shelves this year, but have chosen not to in the face of stiff competition from other AAA titles, including Gears of War 2.

Not surprisingly, the line to play the game was long, and although it was tucked away in a difficult to access booth, the perforated walls made it easy to get a glimpse at the code being shown long before a controller was in your hands. We were told the level in the demo is from around fifteen minutes into the single-player campaign and sees you needing to assist pinned down ISA units after they've been shot down. You too are forced to ground after being hit by what looks to be a laser attack, and you're thrown straight into the action, gun in hand.

Controls are fairly typical for a console first-person shooter with the R1 button used to fire your currently selected weapon (two can be carried at a time), R2 tossing out a grenade, while L1 handles the cover mechanic. Rifle-sight zooming is toggled by clicking the right analogue stick and with iron-sights up it all feels a little Call of Duty 4. A single click on the left stick activates sprint, with no need for it the be held down as you run. Our demo also included an example of the game's Sixaxis support. At one point required you to hold both the top shoulder buttons and turning your wrists to the left to rotate an on-screen valve wheel.

Like many other games, Killzone 2 allows you to revive a fallen team mate if you're sufficiently close, and during the advance on a well fortified hill position we were forced out of our cover to get comrades back in the action. The demo also showed off the game's buddy system which, like that in Army of Two, helps you access out-of-reach places by allowing you to get your comrades to help you onto a ledge, at which point you can give them a hand up. Jump down again and the roles are reversed, with the AI dropping a hand to pull us back up and out of harm's way.

We've seen the game running on previous occasions, and it has come leaps and bounds in terms of actually delivering on the now-legendary video shown at E3 several years ago. Particle effects are looking impressive, with smoke thick and plumed. While blowing up a barrel may give you a tactical advantage by taking out a bunch of guys standing near it, it won't take long before you realise doing so will severely impact your ability to see through the smoke it will create. Enemy and team character models are looking solid. We did notice a slight pixilation of Helghast soldiers at range when cycling the scope, but we're putting this one down to the pre-alpha nature of the code on show.

The game still has plenty of development time, and each milestone is bringing it closer to what was originally shown all those years ago. Most importantly, the team appears to be doing a brilliant job recreating the scope and impact of war movies on the console.

-GameSpot
Posted by Ice_man_1985, May 7, 2008 5:06 am GMT 4 Comments
Tales of Symphonia: Dawn of the New World Info!
Well, Gamespot just got a first look at Symphonia 2, so let's get into it!
The story takes the focus away from Lloyd and the gang as the heroes and replaces them with Emil and Marta. Emil saw his parents murdered by Lloyd as a child and vowed to get revenge. Marta meets with Emil and has some sort of beef with Lloyd as well, so they team up.
Just about everything is in line with the Tales formula. In Symphonia 2, four player cooperative play returns, as well as the Sorcerer's Ring puzzles. They are controlled by the motion-sensitive controls.
The monster capture system looks to be similar to Pokemon, with over 200 to capture and level. The leveling works by feeding a monster a cooked meal; each of them raises a certain stat.

New Screens from the GS first look:








-zolloz89, officer
Posted by zolloz89, Apr 16, 2008 9:36 pm GMT 10 Comments
Fallout 3 Updated Impressions - Character Creation, Combat, and Canine Companion

More than 10 years ago, serious computer role-playing game fans fell in love with a postapocalyptic role-playing game called Fallout, a game that offered deep role playing, dark humor, and a memorable adventure that was worth replaying. More than 10 years later, an entirely different studio is now working on the next game in the series, trying to stay true to the original vision of the first Fallout game from 1997 while also including all the improvements and open-ended exploration of its last game, The Elder Scrolls IV: Oblivion. Yes, Bethesda Softworks is working on Fallout 3. Yes, your adventure will take place in the postapocalyptic wasteland (in this case, the ruins of Washington DC); yes, you'll still start your adventure as a dweller in a vault (a colony living in a radiation shelter left over from the nuclear war); and yes, we had an opportunity to take an updated look at the game.


Have minigun, will shred mutants.

Our updated tour of the game started with the very beginning--how you create your character by being born to your mother, Katherine, and your scientist father, James (voiced by actor Liam Neeson). Through a hazy first-person cinematic sequence from the perspective of the operating table, you can choose your character's gender and name, as well as preview your character's adult appearance by way of the vault's computer system...then become dimly aware that something has gone terribly wrong with your mother during the childbirth.

You then jump forward a year later to the age of a toddler, where you use a basic movement tutorial to crawl out of your playpen and access the S.P.E.C.I.A.L. book--a book that lets you choose your character's abilities by way of the ****c attribute system from the Fallout games (strength, perception, endurance, charisma, intelligence, agility, and luck). You then jump ahead nine years to your 10th birthday, at which point you gain the ability to speak with other characters (such as the other children at your birthday party) and use the PipBoy 3000 portable wrist computer, which is given to you by the vault's "overseer," or head administrator. The PipBoy acts as a journal, status indicator, and quest log that will help you keep track of any tasks you need to perform. You'll even get to take on a few rudimentary quests at your party or just watch the many-armed robot of the future, Mr. Handy, mangle your birthday cake with one of its buzz saw-arm extensions. Later, you'll be whisked away to additional tutorial areas, such as a target range, where you can practice the game's real-time first-person shooter combat.

We then skipped ahead to a few different areas in the main game, including a random encounter that all players will face. In a sprawling junkyard scene, two desert raiders have assaulted and killed a nameless man, leaving his feisty canine companion to fend for himself. The dog is none other than Fallout's Dogmeat, the swift-moving, loyal, pugnacious pooch from the original 1997 game. After disposing of the raiders yourself, you can invite Dogmeat to join you, and from then on, although you can't have any meaningful conversations with him or have him carry a ton of inventory, you can give him plenty of orders, such as having him go out to search for food, medicine, or even fallen weapons (if there are none nearby, Dogmeat will disappear for an hour or so of in-game time before returning). You can also praise or scold him--this won't affect his morale or loyalty, though it will reflect whether your character is naughty or nice--but more on that later.

We then jumped ahead to a different sequence where we were explored a ruined tenement infested by feral ghouls. Those familiar with Fallout lore will remember that "ghoul" is just a term used to describe any human that has been exposed to such severe amounts of radiation as to become severely deformed physically, but feral ghouls have actually lost their minds and have become aggressive animals. Their deadlier brethren, "glowing feral ghouls," have an unhealthy fluorescent green glow that sets off your PipBoy's Geiger counter and eventually make your character extremely ill if you let them zap you with their radiation-based attacks. Feral ghouls are extremely swift and vicious, leaping at you with tremendous speed. We dealt with them primarily using real-time combat, using the old Fallout favorite 9mm submachine gun, which did a good job of inflicting lots of damage when fired in bursts. A few times, we watched as combat switched to the turn-based VATS mode, which lets you target various body parts on your enemies (as in the original Fallout games). In these cases, the final shots to our enemies were delivered in dramatic slow motion, sometimes even turning the ghouls' limbs and skulls into bloody pulp (though we're told that the infamous Bloody Mess perk, which causes everyone around you to die spectacularly, looks even more insane in practice).


Irradiated ghouls are just one of the threats you'll encounter in this sequel to the ****c RPG Fallout.

Finally, we jumped ahead to a highly advanced area just outside the capitol building, where the once-splendid square had been transformed into a massive war zone, complete with a network of World War I-****trenches dug throughout the streets. In this sequence, we watched a powerful character wearing power armor (the signature armor of the Brotherhood of Steel--the technically advanced faction of "knights" that attempts to keep the threat of mutants at bay) and wielding several powerful firearms go after an army of wandering super mutants. We went after these powerful brutes with a minigun and then switched to the Fat Man grenade launcher to flush out a few entrenched super mutants who blasted us with rocket launchers. In several cases, we were rushed by our enemies in the trenches and had several harrowing experiences in real-time combat where our minigun's clip emptied out just as we were cleared to fire back and--coupled with the weapon's startup delay--put us back in the line of fire at that very moment.

The game is currently still in an alpha state of development--content is still being added and taken away. According to a Bethesda representative, the primary game is shaping up to have somewhere in the neighborhood of 20 hours of gameplay, though it will offer dozens of hours of other stuff to do for players who enjoy exploring side quests and other types of content. For instance, you'll find multiple outcomes available to different quests as you side with different factions, and you may also receive random quests as you pick up communiques on your PipBoy, such as distress calls or new missions to perform.

In any case, the developer is focusing on having a clean interface that isn't cluttered with an overwhelming amount of information--various menus, such as your inventory and your character's current health levels (you can sustain crippling injuries to various parts of your body that may affect your weapon skills or your ability to run), will be kept separate, rather than kept on one crowded screen. While the game will still handle dialogue with other characters with a multiple-choice dialogue screen of the kind you've seen in such games as Oblivion, Mass Effect, and Knights of the Old Republic, you'll receive most of your alerts, such as new quests, as brief text messages that fade away, similar to friends notifications on Xbox Live. The idea is to avoid having too many jarring messages that have to be individually clicked on and closed down to get back to the action.


Man's best friend? Maybe you'll think of me.

In fact, the Xbox 360 version of the game (and the PC version of the game, which is being planned to include Games for Windows Live Functionality) will have achievement points that will require you to play through more than once. Like in the previous games, you'll have a karma statistic that goes up when you perform good deeds and goes down when you perform evil ones. Achievements will be given for completing the game with both a high karma and a low karma. Though we've only had a few chances to see the game, Fallout 3 looks very impressive and seems to be what the Bethesda team has set out to make--a role-playing game with the exploration and real-time combat of Oblivion but the role-playing elements of the ****c Fallout from 1997. The game is scheduled for release on the PC, the Xbox 360, and the PlayStation 3 later this year.

-GameSpot
Posted by Ice_man_1985, Apr 14, 2008 1:41 pm GMT 5 Comments
Jolt: Red Faction: Guerrilla First Impressions
First impressions: Red Faction: Guerrilla (multi) We see what Volition are cooking up in this highly anticipated follow-up shooter.
Systems:PC, Xbox 360, PS3 Developer:VolitionPublisher:THQRelease date:TBA

It's all Halo's fault. Or, rather, perhaps we should be saying that it's all thanks to Halo. Sitting here, in a hotel just a stone's throw from London's massive Victoria station, though no-one has actually suggested as much, the shockwaves from Master Chief's opening salvo can still be felt today, in 2008. Bungie's celebrated shooter made console FPS's the norm, rather than the frowned upon, and almost at once every console was awash with shooters of their own.

Though the original Red Faction was very much a part of that initial revolution, it's coming up to six years since its sequel made a splash on the last console collective, and Volition is no doubt conscious of avoiding the trap of adding on next-gen bangs and baubles to a last-gen shooter: the most refreshing thing about this entire presentation is the assertion that, on every level, Red Faction: Guerrilla is no Red Faction III.

Out of the shadows and up on the surface, Guerrilla has swapped first-person for third-person, adopting an approach that anyone who spent much time on Capcom's Lost Planet last year will find very familiar. But if its fanbase is worried about the developer casting aside the franchise's heritage, at its core - both in terms of plot and the game's destructive take on combat - this is a game shaping up to be as much a part of the Red Faction family as the previous two instalments. In fact, there's a certain element of Guerrilla's gameplay that is threatening to be just as revolutionary in terms of the way developers approach shooters as Halo was almost eight years ago.

Set fifty years after the original Red Faction, Guerrilla is set to pull the old trick of having your lord and masters betray you; having come to the rescue at the end of the first release, the Earth Defence Force (EDF) has since become the dictatorship it originally sought to remove, ruling Mars with an iron fist and crushing any resistance. Resistance that, naturally, it's your task to try and reform in an effort to break down the EDF's stranglehold.

At your disposal will be an arsenal of both weaponry and physical annihilation, with Volition demonstrating - with much success - the game's radical new take on destruction. In a video explaining this new feature, the development team made reference to other titles - both in existence and in development - whose signature is also demolition. At the moment, it's still the industry standard to use pre-programmed animations and structures. Taking out a building triggers a set of events that simply results in it being replaced by a 'damaged' model. Guerrilla's trick is to do away with such routines and to add a foundation of realism to proceedings.

Called the 'stress system', structures exist via real-time calculations, every facet of which can be interacted with. Blow up a load bearing wall, for instance, and there's a high chance of severe collapse. But, in the same turn, some buildings will stay standing if the damage is only superficial. It'll all depend on the calculations, as none of this is in any way predetermined. An example given by the developer itself was of a bridge: cause only some damage and the likelihood is it'll stay standing, though a heavy truck trundling over it at a later point might trigger it to complete subside - a trick that could no doubt be used to the player's benefit.

But 'trick' is entirely the wrong word. It's Volition's desire to do away with such deception, admitting during its presentation that this radical new take on structure resulted in the designers having to completely relearn their craft, their first designs initially collapsing without being touched because the stress system requires any buildings to be initially stable. Volition also insists that the fragility of structures will have a bearing on combat, with flying shards from falling buildings proving as harmful to one's health as any gun. Just as in real life, in Guerrilla, standing near a falling mass is inadvisable.

Not that standing around anywhere will be high on the list of priorities for anyone playing Red Faction: Guerrilla. Volition claims to have become an exclusively 'open world' developer - something it decided to extend to its Red Faction franchise back in 2004, when work - of some kind - on Guerrilla began. In this spirit, Red Faction's third main chapter is set to be "three to four times bigger than Saints Row 2", with players able to traverse the entire planet whenever they feel like it. Volition estimates that, in its entirety, players will have access to a world 12-15 miles by 12-15 miles, with eight sectors to play with; hardly the entire surface of Mars, but an expansive setting nonetheless.

The Red Planet is certainly done justice through the game's visuals. Though the build we were shown was from November, the game already looks as sharp as anything out this generation - the red rock having something of MotorStorm about it, the explosions and smoke consisting of the same kind of photo-realism achieved by Lost Planet at the start of last year. Questions surround just how well the game's engine will handle the scores of destruction that will no doubt be the game's staple food, but at least for now, everything runs along quite smoothly. Leaving one area to traverse to the next may also test Guerrilla's foundations, the action blending into serene travel - something that may be called for when the EDF strikes in one sector when you're busily attacking another.

Indeed, perhaps for the first time in a game like this, it's Volitions aim to merge the tactical elements of Real Time Strategy with the combative nature of a Third Person Shooters. It's the developer's assertion that every action will have a reaction from the EDF. Swamp an area that the EDF value and it may be the case that it replies with colossal force, but taking out its communication systems will cripple any kind of response it can muster. Simply charging into areas without orders or prior preparation would seem to be inadvisable.

That said, just how the developer intends to balance the gamer's strategic decisions with what Volition admits is a linear plot is another big question mark. Will the player's decisions be anything other than superficial ones? What will most certainly be in his or her hands is the uprising. Volition intends to employ a finite system which monitors the balance of power within the public between the EDF and the player's rebellion. Win the war of morality, so to speak, and your own endeavours will be aided by NPCs in battle. Fail to reach out, and you'll be on your own.

Of course, any shooter - whether in the first person or third - has to ship with more than just single player these days, and Volition has undertaken the task of adding dimensions to Red Faction's play that will surprise even the most veteran gamer. Online multiplayer is the focus here, and the developer assured us that all the usual modes, deathmatch and alike, will make it to retail, as well as modes that specifically rely on the game's destructives traits. If that doesn't prevent imitation, then nothing will. Well, until Fracture hits the shelves, anyway.

It is to its credit that, rather than turning out another sequel, Volition has sized up its competition and decided to play to Red Faction's strengths. With walkers that can plough through whole buildings, a massive world at your disposal and a whole load of dust and debris, Red Faction: Guerrilla is shaping up to be anything but your standard shooter. In development for simultaneous release on Xbox 360, PlayStation 3 and PC at a currently unannounced date, if Volition deliver on even half of their promises , then we'll be on the next flight to Mars.

KEITH ANDREW
Posted by Sheena321, Apr 11, 2008 6:53 am GMT 5 Comments
new officer

ice_man_1985 is the newest officer

CONGRATS

Posted by RESI_EVILZERO, Apr 11, 2008 6:07 am GMT 4 Comments
Fallout 3 First Look - A Classic Series is Resurrected and Reimagined
Posted by Sheena321, Mar 31, 2008 6:31 am GMT 6 Comments
100 members

yey 100 members at this union

100

Posted by RESI_EVILZERO, Mar 22, 2008 10:57 pm GMT 9 Comments
aliens : colonial marines

Aliens: Colonial Marines is an upcoming first-person shooter video game set in the Aliens universe, developed by Gearbox Software and published by SEGA. The game is in development for the Xbox 360, PlayStation 3, and PC. Publishers Sega initially set a 2009 release date, but was revised to the holiday season of 2008.

The game takes place just after the events of Alien³, involving a search and rescue team investigating the U.S.S. Sulaco (which has been abandoned and left floating in space), searching for Ellen Ripley, Corporal Dwayne Hicks, Private William Hudson, Private Jenette Vasquez, and the rest of the missing United States Colonial Marines. Other key areas include LV-426 and the Derelict alien shipwreck from the first Alien movie. The game's plot is being penned by Battlestar Galactica writers Bradley Thompson and David Weddle.

The player controls four colonial marines, each with their own unique personality. Each marine is represented by a different **** one marine, for instance, mans the M56 Smart Gun as Pvt. Vasquez did in Aliens; the other primary weapons include the M240 flamethrower and the M41A pulse rifle. Each marine carries four weapons: their primary weapon, which they are defined by, their secondary weapon, grenades, and a sidearm. The player may brandish the sidearm while using the motion tracker. The player controls one marine at a time, and issues orders to the others using context-sensitive commands; the player may control any marine at any given time. The game will feature no HUD whatsoever.

Xenomorphs will seldom perform a frontal attack, choosing to use the ducts and flanking maneuvers, forcing the player to use tactical combat as opposed to typical first-person shooter "run and gun" tactics. At certain points during the game, the player will be required to bunker in a location and prepare for a xenomorph onslaught, using tactical positioning and turrets to ward off an attack.

The game will use quicktime events during cutscenes to dramatically illustrate the power and intensity of one-on-one xenomorph encounters. However, the conclusion of a given event is not scripted; a xenomorph may choose to attack or flee when confronted by more than one marine. Quicktime gameplay is also used when a facehugger latches onto a player, who must kill the creature before they are effectively incapacitated and "killed" by it.

The game will allow "jump in, jump out" co-op multiplayer on same machine and online play. No other multiplayer modes have been announced yet, but Game Informer noted that development team members discussed Quake II's "Gloom" mod as possible inspiration for competitive online play.

Aliens: Colonial Marines was originally the title for a game planned for release on the PlayStation 2 in fall 2001, prior to being cancelled by Fox Interactive and Electronic Arts for unknown reasons. The original version of the game was to be developed by Check Six Games. However, while both games share the same subject matter and setting, EA's canceled game is not related to this game. The original version of the game was to take place between the second and third films, when a rescue team of colonial marines and a salvage team go on a search-and-rescue mission for the missing United States Colonial Marines ship, Sulaco.

On December 11, 2006, Sega announced they had purchased the electronic rights to the Alien franchise from 20th Century Fox. A few days later on December 15, Gearbox Software and Sega announced that they were working on a completely new game set in the Aliens universe. In February 2008, Aliens: Colonial Marines was announced as the title of the game appearing on the cover of Game Informer magazine.

The development team took great pains to recreate the vehicles and settings of the Alien scenes, recreating the exterior and interior of the Sulaco and LV-426.

Posted by RESI_EVILZERO, Mar 21, 2008 11:38 am GMT 6 Comments
Tales of Symphonia: Dawn of the New World
A sequel to Namco's Tales of Symphonia, subtitled Dawn of the New World, is going to be released in Japan on April 24th of this year, and a North American release due in Fall 08. There are unconfirmed plans to bring it to Europe. It is the first direct sequel to any of the Tales games.

The game features newcomers Emil, a cowardly boy, and Marta, the keeper of the previous Kharlan tree core, who set out on a quest to exact their revenge upon Lloyd Irving, the original game's main protagonist, for indirectly causing a Nazi-like blood purification massacre in Palmacosta. They later meet Richter, a man who is searching for the previous Kharlan tree.

The battle system for Dawn of the New World is a mix of that from Tales of the Abyss and Tales of Destiny, creating a battle arena that allows for free-running and complex aerial combos. The game uses a point and click system to travel and navigate the world.

Emil


Marta


Battle screen


-zolloz89, officer
Posted by zolloz89, Mar 20, 2008 10:35 pm GMT 6 Comments
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