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PC Gamer
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title="Permanent Link to Deus Ex: Mankind Divided trademark filed, hopefully won’t be another mobile game">Deus Ex







We never asked for this reportedly shoddy PC port of the Deus Ex mobile game The Fall. We never asked for this impressive Human Revolution short fan film, but we're glad it got made anyway. We also never asked for this Deus Ex expanded universe thingy, but we'll be glad if it results in another PC game as good as HR. That day may be sooner than we thought, if a recent filed trademark is anything to go by. Deus Ex: Mankind Divided is its name, and there is a modicum of evidence to suggest it may be a proper HR sequel, rather than another mobile game. We never asked you to join us after the break.



The trademark details have been collected here by NeoGAF user R sti, and suggest that it relates to "Computer game software", "Printed matter" and "Entertainment services", ie the sort of things that tend to encompass your average Square Enix release. That admittedly sketchy evidence involves the following quote from Eidos Montreal head David Anfossi, taken from an old blog post regarding a future Deus Ex game.



"I want to leave you with a piece of concept art from our next-gen Deus Ex game that shows trans-humanism segregation, which is a backdrop to our vision for the next Deus Ex. It represents a "ghetto-city' voluntarily built in order to separate the classes. The people in this segregated class have reshaped their environment, nostalgic for their ideal of Cyber Renaissance. This dark and dystopian vision sets the tone for things to come in Deus Ex." Trans-human segregation, eh? Sounds a bit like Mankind is Divided.



Let's not get our hopes too far up about this trademark, seeing how the last one resulted in a mobile game, but still: I'd say we're long overdue a proper Human Revolution sequel. And with E3 around the corner, the timing seems about right too.



Thanks, NeoGAF.
Announcement - Valve
The Square Enix Publisher Weekend starts today with great deals on Square Enix titles! From now through Monday* pick up titles up to 75% off!

Today's Daily Deal features the Deus Ex: Human Revolution at 75% off!

*All discounts end Monday, March 17th at 10AM Pacific Time.

PC Gamer
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title="Permanent Link to Deus Ex short film finally released, brings Human Revolution to life">Deus Ex film







A short minute-long teaser for the Deus Ex: Human Revolution fan film was released back in December 2012. Fifteen months later, and you can finally see the short film's extra eleven minutes. They contain improbable hair, piercing arm-spikes, and the non-standard use of a cigar clipper. As was the case back then, it's still a brilliantly realised recreation of the looks and feel of the game.



Okay, so not quite the look and feel of the game. For that to happen, every frame would need to be filtered through an unhealthy yellow sheen.



Rock, Paper, Shotgun - contact@rockpapershotgun.com (Craig Pearson)

Who asked for this?

News of the now: there is a newish Deus Ex game on Steam. Deus Ex: The Fall is a conversion of the mobile game from a few years back, one that did an okay job of squeezing down to be prodded and poked at by commuters. I warn you, despite being a slice of Human Revolution-esque Deus Ex, the launch trailer below makes it look pretty bad. Better augment your eyes before watching.

… [visit site to read more]

PC Gamer
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title="Permanent Link to 4K Screenshot Showcase: Hitman Absolution">Hitman 4k header 2







Every Monday, keen screen-grabber Ben Griffin brings you a sumptuous 4K resolution gallery to celebrate PC gaming's prettiest places.



We were disappointed by several aspects of Hitman Absolution, but the visuals weren't one of them. The Glacier engine could render dank apartments with obsessive detail and handle crowds of hundreds in outdoor environments. The colour palette and environments shifted dramatically as the globe-trotting adventure progressed, all of which makes it a great candidate for a 4K screenshot showcase. Absolution is a fine looking game, and Agent 47's bald head looks even shinie in super high-res, as you'll discover in the 20 massive shots that follow.







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Rock, Paper, Shotgun - contact@rockpapershotgun.com (Nathan Grayson)

“We are about to reveal a new game!” No Time To Explain dev/burgeoning indie publisher Alex Nichiporchik told me over Skype. Almost reflexively, I braced myself for an excited slurry spew about some crazy new platformer or a zany comedy adventure or an emotional tale that would rock me to my very core. “It’s basically a fusion of Just Cause 2 and Battlefield 3,” he proceeded to tell me. “…Oh,” I replied, briefly mistaking a flock of birds fluttering by outside for a car tethered to a plane with a wildman surfing atop it, as I often do. “Go on.” And so he did. Go below to find out about JetGetters‘ plane-jacking antics, its accompanying Kickstarter (because of course), how TinyBuild hopes to make dogfights more interesting, shifting levels, purposefully limited player counts, and why TinyBuild’s not on board with free-to-play. >

… [visit site to read more]

Rock, Paper, Shotgun - contact@rockpapershotgun.com (Nathan Grayson)

We tried to play Thief: The Dark Project and chat about it. Honest! But Twitch, the purple scab of a service, wouldn’t cooperate with one of the most storied series starters in gaming history. It’s almost like I shouldn’t have expected a 15-year-old game to be compatible with a crazy space-age cyberfuture streaming platform, but no, that’s just ridiculous. At any rate, today – for real this time – I will be joined by >former Thief: The Dark Project director Greg LoPiccolo and longtime Thief series designer/Thief: Deadly Shadows director Randy Smith. >Expect stories from the dank depths of the first three Thieves development chambers, inside info on what could ve been, and opinions from series vets on Eidos Montreal s reinvention of their storied stealther. >

This will be a pretty special episode, so make sure to tune in. We’re kicking off at 2 PM PT/10 PM GMT. A little late, I know, but come on: only amateur thieves skulk around during the (UK) day. >

Update: We’re done! It went quite well, all things considered. Watch the full thing below.

… [visit site to read more]

PC Gamer
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title="Permanent Link to The beautiful madness of Just Cause 2: Multiplayer Mod’s construction sandbox">Just Cause 2







At first glance, Freeroam Construction Sandbox seems like any other Just Cause 2: Multiplayer server. Its small series of events fail to impose any meaningful structure, its airport is filled with a constant stream of exploding planes, and its chat is openly and bewilderingly hostile. It's all a ruse. Beneath the surface of the server, a surreal other world exists. Here, all-powerful god-players have shaped the land, utilising limited abilities and low attention spans to conjure a bizarre series of crude settlements and half-finished projects. It's JC2:MP's own private Twilight Zone.



If you explore this shadow Panau, you'll see physics-defying structures, complicated aerial transit networks, and boats placed where no boat should ever be. Here's my guide to some of the weirdest landmarks and strangest sights of the FCS server's build world.



Airport



I start my journey in the island's main airport, which doubles as the mod's main PvP arena. Given its popularity with players, it was inevitable that their creative efforts would take root here. Finding a spot on the tarmac, I enter construction mode by typing /BUILD.



This...







Turns into this...







Buildings are scattered randomly throughout the terminal, on top and often inside of each other. The air is filled with boats, buildings and tree trunks, and in the distance, a segment of road points straight into the air.



Why? Just 'cause...



Boats are a favoured feature of the Freeroam Construction Server. Over the course of my exploration, I see them suspended in the sky, embedded in the ground, and absent from the sea.







Skyroads







Not everything is a randomly placed mess of Dadaist geometry. The server's construction menu contains the majority of the game's assets, and lets players place, move and rotate them anywhere. Through these simple tools, some players have attempted ambitious, but crudely realised projects. Just next to the airport, someone has built an assault course of slanted buildings and curved helipads.







On the other side, above the airport's main building, is this:







From the ground, it's another bizarre assortment of crap. That's because the creators of Just Cause 2 never expected their players to see roads from below, and so their underside is transparent.



Viewed from above, it's... well, it's still a bizarre assortment of crap, but one shaped into a small hamlet of buildings and tarmac.







It even has its own villagers.







All across the server, it's the roads that provide some of the most fascinating expressions of creativity. They'll criss-cross, double-back, and ramp up and down. Sometimes they'll connect locations; more often they'll end in a long, deadly jump.



This was the deadly jump kind.



Mile High Club







The next stop is Panau's infamous Mile High Club, the opulent party zone that's floating in the sky. It's been redecorated since I was last here. A stack of ornate brick towers have been balanced on its top blimp. Also, it has a top blimp.







Investigating this new addition, I inadvertently interrupt a naked aerobics class.







As with the airport, the surrounding area is filled with boats. They scatter the landscape like shoals of metallic sky whales, exuding an eerily confidence in their unlikely suspension.







The Mile High Club's centrepiece is a more ambitious construction. It's another sky road, but, unlike the airport's disparate system of dead ends, this is a full track that loops around and over itself like an ancient Scalextric.







I endeavour to drive around it.



I drive around it...







Spawning a car, I slowly make my way around the twisty first section. This is harder than it looks. Guard rails are not a priority of the server's community, and neither is quality build construction. Regularly, as two segments meet, an imbalance will cause the car to flip off the edge of the track. Eventually, I pass the first few winding corners. This is where things get interesting.







The road stops being a road, and becomes a series of wide warehouses, buildings and bridges. At every spawned building, I expect the "track" to suddenly stop, sending me flying into the ground below. My fears are unfounded. There are plenty of steep ramps to navigate, but they've seemingly been placed to show off the island's spectacular views.







As I drive through a section filled with cherry blossoms and overlapping buildings, I start to contemplate the beauty at work inside of the random chaos...







Clearly, I'm starting to lose my mind. Not to worry, though, because the track ends with a fun jump that sends me crashing into the club's new castle extension. Video games!







Miscellaneous Madness







I start flitting between the lesser visited spawns, to see what people have made in relative isolation. At the temple, I find another road network. It leads to some crates on top of a balloon, itself on top of a tower. Nice.







Elsewhere, there's a boat inside of a hotel. Cute.







A thing inside of a thing? Er...







It's around the time I reach "more things around some stuff" that I realise I've lost that initial amazement at the spectacle. I've become desensitised to the randomness. At each spawn, someone has inevitably placed something, but I can't see the purpose. Even the beautiful and chaotic ship graveyard barely raises a smile.







This is no good. I need something amazing; something built with care and attention to detail. I need to find this server's show-stopper construction.







Yeah, that'll do nicely.



Sanctuary







It's called Sanctuary, and it's beautiful. It's also something of a secret. It's not listed on the teleportation command list, and has been placed so high in the atmosphere that planes can't reach it. I found it completely by chance, as I followed the trail of debris leading skyward from the airport. I made it just close enough to make out the /TP tag, and from there could warp up with ease.







The full structure is a coiling spring of rock, topped with cherry blossom, a few buildings, a statue and a hot-air balloon. Despite the rock placement making it hard to navigate, it feels far more authored than the insanity below.







And as for the views...







This is where my journey ends, but there's so much more to see. Weird things are hidden all around the server, from the popular spawns, to a player's private sanctuary. If you own Just Cause 2, you can explore it all with ease. Just download the free Just Cause 2: Multiplayer Mod from Steam, and, in the server browser, connect to Jman 100's Freeroam Construction Sandbox. It's highlighted at the moment, making it easy to find, but if you'd prefer to connect directly, the address is 192.95.54.0:7777.



As for me, there's really only one thing left to do.



PC Gamer
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title="Permanent Link to Watch Wes stream Just Cause 2 Multiplayer at 4:15 p.m. PST">Boats can fly in JC2-MP







Just Cause 2 Multiplayer is an insane mod that allows hundreds of players to do stunt jumps off of jumbo jets at the same time. We're going to jump in to play on JMan100's Freeroam Construction Sandbox, which we recently wrote about. Hit our Twitch channel at 4:15 p.m. PST to follow along!



Update: Thanks for watching! The stream is over, but if you want to catch an archive, click this wonderfully convenient link.
Rock, Paper, Shotgun - contact@rockpapershotgun.com (Nathan Grayson)

This week’s episode of A Game And A Chat is very special. Very special indeed. For one, I’ve got two whole guests this time – namely, former Thief: The Dark Project director Greg LoPiccolo and longtime Thief series designer/Thief: Deadly Shadows director Randy Smith. Yes, it is time to talk (and play) all things Thief. Classic Thief, nu-Thief, and everything in between. Expect stories from the dank depths of the first three Thieves’ development chambers, inside info on what could’ve been, and opinions from series vets on Eidos Montreal’s reinvention of their storied stealther. This is one you absolutely should not miss. >

We’ll be kicking off at 11 AM PT/7 PM GMT. Tune in below. >

Update: We’re having some technical troubles. New kick off ETA coming shortly.

Update 2: No end in sight to the technical issues. We’re rescheduling for the same time tomorrow. Apologies to everyone for what was, frankly, an unmitigated disaster.

Update 3: I finally got Thief working with Twitch! So it’s a lock: tomorrow at 11 AM PT/7 PM GMT. This will finally happen.

Update 4: This feature is cursed, clearly. A scheduling issue has come up, so we’re doing this tomorrow at 2 PM PT/10 PM GMT. A late, spooky night show for Thief. Kinda makes sense I guess.

… [visit site to read more]

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