Saturday, December 12, 2009

Season of Mystery The Cherry Blossom Murders v1.0.0.0-TE



Irene and Richard Pemberton have moved across the globe to Japan and are living comfortably in a new and exciting world. One night, Richard is found dead in his office, under mysterious conditions. The local detectives believe he has taken his own life, but Irene knows that this couldn’t have been a suicide. Help Irene find the true murderer in Season of Mystery – The Cherry Blossom Murders, a fantastic Hidden Object game.

No pass!!!
Interchangeable link!!!

Lost Realms The Curse of Babylon v1.0-TE



Travel to the beautiful city of Istanbul, Turkey, and help Alexia stop an ancient family curse that has started to affect her friend, Ogan. A mysterious symbol has appeared on his hand, and he needs your help to prevent it from spreading! Explore timeless temples to find clues and a cure for the Curse of Babylon! Journey through gorgeous Hidden Object scenes, and play magical minigames, as you piece together the past and save Ogan!

No pass!!!
Interchangeable link!!

Escape the Museum 2 v1.0-TE



After a devastating earthquake rocks the city, David must reach the museum before nightfall and save his wife and daughter! Explore different Hidden Object scenes, and solve a variety of puzzles, while journeying across town to your family. Navigate the treacherous streets, risk life and limb at every step, and figure out the best possible path with the help of an unlikely stranger in Escape the Museum 2.

No pass!!!
Interchangeable link!!!

Metal Drift RETAIL-OUTLAWS



Metal Drift is a vehicular sport combat game set in a distant future. As the player, you command an agile, high powered hover tank in a futuristic sports arena. Core game play centers on intense tank-on-tank multiplayer team combat seen through an immersive, first person cockpit. Layered on this is a goal-oriented game type that allows for high level strategy and team dynamics. Players can level up to unlock new ranks, weapons, and upgrades.

Each weapon and upgrade is specifically designed and balanced to allow different styles of play. Pair up the Stealth upgrade and the Shock Cannon to uncloak behind an enemy player and unload a devastating blow before disappearing again. Or choose the Sensor upgrade to see where all the nearby players are, and the Temporal Cannon to shoot them through walls! There are 56 possible combinations – choose whichever suits your strategy.



* Multiplayer team-based vehicular combat
* 5 Different arenas featuring multiple levels and boost tunnels
* Persistent leveling system – level-up to unlock new weapons and upgrades
* Stats and Leaderboards
* 56 Different tank configurations
* 18 Steam Achievements, with more coming soon!
* Unique energy management system – accumulate energy and then distribute it to weapons or use it to gain a speed boost!

No pass!!!
Interchangeable link!!

Monday, December 7, 2009

Naruto: Ultimate Ninja Storm



Naruto: Ultimate Ninja Storm Review

This enjoyable anime-inspired fighter nails the look and feel of the source material but places too much importance on mediocre minigames.


The Good

    * Combat is fast-paced and fun 
    * Large and varied character roster 
    * Great anime-style visuals and animation 
    * Accessible control scheme.

The Bad

    * Village sequences are boring 
    * No online play 
    * Mandatory 4GB install.

Naruto Uzumaki is a colorful ninja who excels in combat but can be kind of annoying. It's therefore fitting (if unfortunate) that while Naruto: Ultimate Ninja Storm is a great fighting game, it's also one in which you have to endure a lengthy, story-driven Ultimate Mission mode in order to unlock most of the playable combatants. Ultimate Ninja Storm does a lot of things very well, but exploration, item collection, and storytelling are not among them.

The first thing you'll want to do in Ultimate Ninja Storm is pick a favorite character and dive right into combat. You can't play the game before its mandatory installation is finished, though, and because there's almost 4GB of information that needs to copy to your hard drive, you'll wait at least 10 minutes. Once that's out of the way, the Free Battle mode lets you choose who you want to fight as and against and where you want the fight to take place, and it gets the action under way with a minimum of fuss.



Although there's no tutorial option in Ultimate Ninja Storm, the controls are simple enough that they don't take long to figure out. The face buttons are used for jumps, projectiles, melee attacks, and chakra charging. The shoulder buttons are used to block and call in support characters. The D pad has four different items mapped to it, and the left analog stick is used for movement. You're free to run anywhere you like in the large arenas, and even when combatants are far apart the camera does a superb job of framing the action. Occasionally you might end up viewing the battle from a camera that's more or less looking over the shoulder of your opponent, but the shifts in perspective are so smooth and so intelligent that the action very rarely gets confusing. It's a testament to how great the camera is and how accessible the controls are that this holds true even when you end up defying gravity in fights that move from the ground to the vertical surfaces of walls in some arenas.

Since there's only one button used for melee attacks, that's your go-to anytime you're close enough to an opponent to land a punch. There are plenty of lengthy and satisfying combos that can be performed using very little else, but getting a combo started doesn't necessarily mean that you'll get to finish it. That's because blocking is relatively easy--though not to the point that you can simply hold down a shoulder button and never worry about getting hit. Once your guard is up you can hold it in place for a good amount of time, but this doesn't do you a lot of good. Your opponent will be charging up his storm gauge and become more powerful every time a blow lands, and ultimately your guard will fail and, because you were hiding behind it for so long, you'll be dazed for a few seconds when it breaks. There's an excellent risk-versus-reward mechanic that comes into play when you're having to play defensively; rather than keeping your guard up, you have the option to tap the block button repeatedly in an attempt to parry an attack the instant before it lands. If you succeed, you'll perform a substitution jutsu, evading the attack completely and appearing directly behind your opponent, ready to launch into a combo of your own.

One of Ultimate Ninja Storm's most interesting features is the use of chakra. You have a finite amount of this energy that can be used any time to make your existing moves more powerful, and the longer you charge up the chakra, the greater its effect is. You can dash across the screen in an instant by using it in conjunction with the jump button, for example, or turn three projectiles into 30 with a ranged attack. Using chakra with your melee attack will perform a character-specific jutsu attack, some of which look impressively like anime scenes as they play out. Managing your chakra can be every bit as important as guarding against an opponent's attacks--you can restore chakra at any time by standing still and holding down the chakra button, but doing so leaves you completely vulnerable.



Using your character's items well can also turn the tide of a battle on occasion, though it's unfortunate that reaching the D pad they're mapped to is almost impossible without briefly giving up either the left analog stick or the face buttons. Items that you can use at any time during a fight include consumables that boost stats and various thrown weapons that either lower the stats of enemies or simply do damage on impact. There's a lot of variety, and because some of the items are exclusive to certain characters, they're worth considering when it comes to choosing who to fight as. The basic controls might be the same for everyone, but the different fighting styles and battle items ensure that no two characters feel the same.

The problem is that only 12 of the 25 characters on the roster are available from the outset, and the only way to unlock the rest of them--along with extra moves, support characters, outfits, and awakening modes--is to play through the Ultimate Mission mode. Many of the missions you undertake are battles that you have to win while meeting certain conditions, and they make for some interesting challenges. Other missions, though, involve minigames that aren't nearly as much fun: You'll play hide-and-seek with the children of Hidden Leaf Village, you'll race through forests and vertically up the trunks of huge trees, and you'll wonder why you can't unlock the rest of the roster any other way. Worse still, wandering around Hidden Leaf Village between missions to find new missions and to collect the items and currency necessary to unlock new battle features stops being fun after 30 minutes, once you've seen everything.

Hidden Leaf Village looks great, but nothing interesting ever happens there. There are shops to visit, and there are characters with one or two lines of dialogue each to interact with; but until you near the end of the story missions (each is a flashback to a key event from one of the first 100-plus episodes of the anime), there's very little to test your skills there. Even the secret scrolls that you collect and subsequently spend on unlocking support characters are clearly marked on the map and impossible to miss, so picking them up feels more like a chore than a challenge. The controls you use while in Hidden Leaf are similar to those in combat, but here you use them in much more mundane ways. The only time you'll need to use your chakra, for example, is to open locked doors, and the only targets you'll be punching or throwing shuriken at are inanimate objects that all contain money or scrolls.



Regardless of the fact that Hidden Leaf is so beautifully realized in Ultimate Ninja Storm, and despite villagers' attempts to tell you that there are "a lot of people in it," the place feels deserted. More recognizable characters and generic villagers show up as you progress through the missions, but the village never really feels alive, and it would still feel quiet even if you multiplied the apparent population by 10. It's laughable, then, when one of your missions is to break up a fight between the characters Shino and Kiba, who, in an empty space that could comfortably accommodate a few hundred people, are arguing about getting in each other's way. More laughable still is the notion that their fight (read: quiet disagreement) is supposedly bothering people. Still, when other missions on offer include challenges like "play for 20 hours" and "walk 20,000 paces," that one almost qualifies as a highlight.

The real high points of the Ultimate Mission Mode--and, sadly, there are very few of them--are the boss battles that pit you against "giant" characters like Gamabunta and Gaara. Beating these missions requires a combination of the skills you've learned in regular combat and some rapid button-pressing reflexes for cinematic events during which command prompts appear onscreen. These encounters are not only the most spectacular-looking features of the game, but they're also a lot of fun and, since they're generally bookended by cutscenes, are some of the only times that the story is delivered via something other than a scroll of text.

Ultimate Ninja Storm does a great job of looking, sounding, and feeling like its source material. The combat is a lot of fun with a friend or against any of the AI's four difficulty settings. Unfortunately, though, to get the most from it you have to spend a minimum of 10 to 15 hours playing and replaying missions in a mode that's artificially long. The lack of online play is also disappointing given that it's practically a requisite for the genre at this point. Ultimate Ninja Storm's biggest problem as a fighting game is simply that it isn't just a fighting game.
By Justin Calvert

Sunday, December 6, 2009

Dragon Ball: Raging Blast





Dragon Ball: Raging Blast Review

Raging Blast captures the look of Dragon Ball but leaves out much of the excitement.
The Good

    * Visuals capture the look and feel of the series 
    * Accessible controls 
    * Rich assortment of stories and modes.

The Bad

    * Fighting system lacks depth and nuance 
    * Characters all feel the same 
    * Camera can easily lose sight of your opponent 
    * Online is plagued by spoilsport disconnections.

Dragon Ball: Raging Blast is the latest in a long, long series of games that try to take the superpowered fighting action of the popular anime series and adapt it into a compelling fighting game. The results here prove to be mixed. The visuals ably reproduce the lightning-quick speed and tremendous power that make the battles in Dragon Ball exciting. However, the fighting system lacks the depth and nuance to actually capture that excitement, making Raging Blast a game that Dragon Ball fans may enjoy for its breadth of content but one that has little to offer the uninitiated.



The fights in Raging Blast take place in huge environments throughout which characters can dash and soar in any direction. Movement is handled simply, with the left stick hovering you forward, backward, and to the sides, while the shoulder buttons are used to fly up or down. The camera is situated behind your character and generally manages to keep both you and your opponent on screen, except in situations when you are on different vertical planes. In moments like this, you're given a great view of your fighter's head or feet while your opponent is nowhere to be found. It's easy enough to locate your opponent again--the tap of a button will make you immediately rocket toward your rival--but it happens frequently enough to be a nuisance. And while at first glance the environments look as if they go on forever, this illusion is shattered the first time you find yourself impeded by one of the invisible walls that surround them.

The actual fighting offers a fair amount of complexity but very little depth. There's a comprehensive training mode in which Goku familiarizes Gohan with all of the techniques, and it takes some time to progress through it all. You'll practice dash attacks, charge attacks, smash attacks, and numerous other attacks, as well as defense maneuvers. It's quite a bit to take in, though unlike many fighting games, there are no tricky inputs to memorize for any attacks here. Some actions require a precisely timed button press to pull off, but at most, you'll need to push a thumbstick in one direction and tap a button to perform even the most powerful of attacks.

This focus on easily performed, extremely powerful attacks helps make the battles feel tremendous, with characters constantly being sent flying backward through the air with such force that any mountains or buildings in their way get obliterated. But it also prevents the core action from being very involving. Performing these devastating attacks that are the staple of every warrior's arsenal requires "ki," which you build up by landing relatively weak punches and kicks. There's no nuance to these standard attacks; they're all performed with just one button, which you can tap to unleash combos or hold down to charge up a more powerful attack that will send your opponent soaring. But these attacks do so little damage to your opponent that they're not very useful. The only reason to use these weak attacks is to build up your ki, which makes the majority of fights feel overly simplistic and downright predictable. Ki can also be accumulated by holding down on the D pad, leaving you temporarily vulnerable to attack, but this comes with its own set of problems. For a game whose focus should be intense fighting, Raging Blast requires you to spend too much time slowly building your ki power, drawing attention away from the more interesting aspects of combat.

Raging Blast has a wide variety of modes, the most interesting of which is Dragon Battle Collection. Here, you play through many story arcs from the series, such as the Saiyan Saga, the Frieza Saga, and the Androids Saga, as well as a number of what-if scenarios. Those familiar with the lore will likely enjoy reliving some of their favorite moments here, but the unfamiliar will find the storytelling so poor that they'll have a hard time making sense of what's happening, much less finding it interesting. There is some incentive to playing through these sagas because you'll unlock characters, special moves, and items that you can equip to improve a fighter's attack power, defense, health or some other characteristic. The grand total of more than 70 characters seems impressive at first, but that fades fast as you realize that they all feel pretty much the same in action.



In addition to the stories, Raging Blast has a standard assortment of fighting game modes, such as Arcade, Survival, Time Attack, and a Tournament option that allow up to 16 players to fight it out for supremacy. Unfortunately, competing against friends on the same console is tough to enjoy because the screen is split down the middle, which severely limits your view of the action. Online combat is a better option, but it's plagued by a significant percentage of competitors who won't hesitate to disconnect if things aren't going their way.

The visuals capture the look of Dragon Ball with striking success. The characters look as if they've stepped right out of the anime, with the smoothness and speed of the action found in the series faithfully reproduced here. The music is upbeat and catchy but much too repetitive. And while the voice actors bring the same steadfast enthusiasm to this material as they bring to the anime, you'll quickly grow tired of hearing the same few taunts.

The huge assortment of characters, stories, costumes, and other aspects of Dragon Ball lore cannot hide how shallow and uninspired the fighting mechanics are. There is no depth to your actions, making it a slow-paced race to be the first person to build up your ki power, which quickly becomes monotonous. With the wide assortment of deep and varied fighting games already on the market, it’s impossible to ignore the many faults present in this often-dull anime-inspired brawler.
By Carolyn Petit

Monster Hunter Tri



Monster Hunter Tri Hands-On

We finally got to slay some monsters with a localised European version of Tri.

Monster Hunter is a game that has been synonymous with the PlayStation brand up until now. The Japanese cult hit has sold millions of copies (and helped sell plenty of PSPs) in its home country but has experienced limited success in overseas markets thus far. Capcom hoped to challenge this notion with a marketing campaign in Europe for Monster Hunter Freedom Unite, which launched to strong reviews, and is following this up with the series' first outing on the Nintendo Wii. We embarked on a hunting quest at GamesCom 2009 in Cologne, Germany, armed with our wits and a Wii Classic Controller.



What's New: Capcom confirmed that the European version of Tri will support an online cooperative mode for up to four hunters, as well as a two-player split-screen mode for certain missions and a single-player mode. When online, you can use your friends list to set up quests with friends, or you can quest with people you haven't shared friend codes with. You will be able to communicate using standard gestures, which will probably be similar to those incorporated into Mario Kart Wii.

While felyne helpers may make a comeback in Tri, they'll no longer go into single-player quests with you. Instead, you'll be accompanied by another human monster hunter. We have yet to find out about your companion, other than that it will be a male character. We also checked out the impressive-looking new switchaxe weapon--a ridiculously oversized, curved, double-edged blade that looks as impressive as it does formidable.

What's Different: This build is localised for the European region.

What's The Same: Our demo featured the same monsters we saw at the 2008 Tokyo Game Show, including the bird/lizard hybrid Qurupeco and a dragon that you can fight underwater (a first for the series), the Lagiacrus. Like other new monsters, the Qurupeco will devour other monsters to recover stamina. In our hunt, it called some smaller members of its species in for backup, along with one of the dragon-like Rathian. Apparently there will be only two existing monsters making an appearance in Tri, including the Rathian, and all the rest will be completely new to the series.

We're pleased to report that the game's controls still feel pretty tight when using a Classic Controller and closely match the PSP scheme. You can also use a Wii Remote and Nunchuk combination to get the job done, and while Capcom wasn't able to confirm it, we expect that GameCube controllers will also work. Unfortunately there's still no option to lock the camera onto your current monster, but the L2 button will reset the camera behind you, and the right analog stick can be used to pan the camera.



What Impression The Game Made This Time: Monster Hunter Tri looks nothing short of impressive when running on the Wii hardware, and the engine does a great job of displaying the heads-up displays, your character, hard-earned weapons and armour, vibrant hunting grounds, and, of course, the monsters themselves. There's a soft look to the environments and some nice bloom effects, which make this version of the game the best looking to date. The controls felt natural and responsive, despite a few caveats, and we're keen to see what playing Tri online will look like. Monster Hunter Tri launched in Japan on August 1 and will be heading to Western markets in early 2010.


Valhalla Knights: Eldar Saga



Valhalla Knights: Eldar Saga Review

As Valhalla Knights moves to the Wii, any potential for fun is buried under tons of repetitive busywork and technical gaffes.
The Good

    * Lots of jobs and skills to choose from.

The Bad

    * So ugly it's hard to see the gameplay 
    * Mind-numbing repetition 
    * Interface ignores years of design evolution 
    * All the grind of an MMO game but none of the camaraderie 
    * Crippled multiplayer.

The previous entries in the Valhalla Knights series were monotonous, unrewarding PSP games that poorly aped the Monster Hunter series. Monster Hunter will be making the leap to the Wii in North America next year, and while Valhalla Knights has beaten it to the punch on this occasion, it hasn't so much leapt onto the console as it has limply flopped onto it. Valhalla Knights: Eldar Saga is ugly, repetitive, and boring, and it's one of the worst action role-playing games since Valhalla Knights 2.

Eldar Saga hangs its storytelling hat on having two related gameplay sections, joined by a family bloodline. The first chapter casts you as an uninteresting young man. He goes where non-player characters tell him to go and he shrugs during cutscenes, but that's about the full measure of his emotional depth. You spend much of your time early on reuniting the four races of the world: elves, dwarves, halflings, and humans. Monsters are scattered across the land, and an evil spirit is returning to unite them. The backdrop is meaningless and has no impact on the game other than providing a convenient excuse to kill things and level up. Drama certainly takes a backseat when your enemies include such fiends as moths and immobile fungi. Demons and monsters do appear, but the first chapter's real purpose is to set you up with a swooning woman from one of the four races. Conveniently, each of the four races has a woman so dunderheaded as to be attracted to your character. Your child is the character you'll play in the second chapter.



Set 16 years later, the second chapter covers the war between the alliance of the four races and the monster armies. Your race options for the second chapter will be human or half-human/half-girlfriend's race. Want to play as a half-elf but decided on the halfling girl in the first chapter? Too bad. You're just as out of luck if you want to play a whole-blooded anything-but-human. Your choice of race affects your stats, but there's no way to find that out during the first chapter, when you make your irrevocable decision. You could easily find yourself locked into playing the greater part of the game as a race that doesn't suit your character's build or that you just don't like. In the first chapter you take on one of the basic jobs--thief, mage, priest, bard, and soldier. The second chapter opens up advanced jobs, such as knight, ninja, samurai, and anchor. Each job comes with its own set of active and passive skills you can advance, and each job demands a focus on a different set of stats and equipment bonuses. So, while you can switch jobs in-game, Eldar Saga rewards single-minded focus with the bonuses and powers you'll need to survive.

You could pick your battles if you could actually spot enemies, but low-resolution visuals make it hard to spot them. One smudgy blur in a field of smudgy blurs isn't an easy target. You're better off hiring a computer-controlled mercenary and letting him engage the enemy for you--and in fact, Eldar Saga even recommends hiring mercenaries for their "sharp eyes." Once the aggressive computer-controlled enemies spot and attack you, combat begins, and you have a chance to test out a variety of attack types and special skills. Unfortunately, the poor graphics and a number of equally troublesome camera modes make it hard to see where your enemies are in relation to you. As a result, you need to rely on camera lock-on, which heavily restricts your mobility. It's unfortunate that in order to use one key mechanic, you are forced to give up another.

You spend most of combat sticking close to your mercenary, locking on to any enemies that come near, and pounding the attack buttons mindlessly. Any thoughts of careful maneuvers or plans will wilt under the reality of always-aggressive opponents, the necessity of locking on, and the superior results that boneheaded button-mashing defensive fighting will deliver. You can still expect to be on the receiving end of plenty of cheap deaths, though. Sharp spikes in enemy difficulty arise without warning. To access any items or skills requires going into your item menu in real time. That's a difficult task with an action game's limited inventory, let alone with this RPG's massive collection of gear. You'll frequently find yourself forced to choose between dying from an inflicted condition and dying as you try to get the cure from your backpack while enemies tear you apart. You can set a few items for quick access, but it's simply not enough.



Bizarrely, in order to heal without using precious items or magic, you have to stand stock-still and not take any action. Since standing still costs nothing and heals you, a core gameplay technique is to stand still, doing nothing. There's no justification for encouraging you to disengage like this, other than to arbitrarily run up the gameplay clock. Death is punished by the removal of half of your money and the theft of most of your items. You can store spare items and extra money in your house. Well, it's called a house, but it's really just a menu where you can drop stuff off and change your character's haircut. Also, it's accessible only in the main city. You'll find yourself making frequent trips back to the city to stash money and items, followed by frequent trips to pick up money and items when you need them.

Repetitive trips are one of the most defining features of the game. Storyline quests will send you from a hub city to a dungeon, either to kill something or to find a spot where a cutscene happens. Then you'll return to the hub city, only to be sent right back to the same dungeon. The second time you dive into an identical set of monsters and challenges in the Castle of Ruins level, it will feel old. The third, fourth, and fifth trips will feel downright antediluvian. Clever reveals of secrets and rewards could alleviate this, but each trip just feels more tired than the last.

Between storyline quests, you can take on guild quests. These are smaller missions that send you to kill a certain number of a certain type of monster, escort an NPC to a particular location, or go talk to an NPC and come back. They are no relief from the storyline's drudgery, sending you right back to storyline areas you've finished. And there's no way to knock out a few guild quests all at once, since you can take on only one at a time.

If you save up enough money, you can go shopping for weapons, armor, and items. While you shop, there's no way to compare what you're buying to what you've got. If you haven't memorized your character's gear and all of the two-dozen-plus stat changes each piece has, you'll have to exit out from the shop and take some notes. Extensive notes, since there's no rhyme or reason to the gear modifications. You can easily buy a weapon that costs 10 times your current weapon's price and find yourself with lowered stats. Don't save only before you go into a big fight; save before you go shopping.



You can also hire and equip mercenaries in town, and sadly, there's no way to change out your sole mercenary companion in the field without a return trip. Buying gear for your mercenaries is integral to their success, but there's no way to compare their current gear to what you're shopping for. You'll have to take notes on their current gear, leave the mercenary hiring shop, go to the item store, buy what you want, bring it back over to the mercenary hiring shop, and then distribute what you've bought. They can also take items you don't need, as long as you're willing to compare each piece on each mercenary, one item and one mercenary at a time.

Visual effects are limited to blasts and healing energy, without any spectacular summons or flashy magic. But you can still expect the frame rate to stagger when you've got more than a handful of enemies on the field. The field itself is often so dark and the graphics so muddy that you won't be able to see where you're going without watching the minimap and crossing your fingers. Audio problems start with your character's first step, which you'll mistake initially for the pealing of massive bells or the fall of a blacksmith's hammer. Your character's awful-sounding footfalls set the mood for dull music and inoffensive sound effects. There's no reason to play Eldar Saga, but if you're determined to, there's no reason to leave the sound on. Put on an album you enjoy and set the TV's volume to zero.

You can choose to play co-op with another player using the Wii's Wi-Fi. There's no local co-op, although with the frame rate issues in single-player, that's no surprise. Once you're connected, your co-op buddy takes the place of your mercenary companion. Predictably, there's also no voice chat available--there are only preprogrammed emotes.

Constantly repeating the same dungeon, crisscrossing the same areas over and over again, standing still and doing nothing to survive: Eldar Saga's gameplay more closely resembles that of a lackluster massively multiplayer online game than of a compelling console RPG. In an MMO you'd at least be able to play with friends. You do not want to make a friend play Eldar Saga.
By Patrick Joynt

News? Yep news!

A bit slow in the world of FOSS gaming lately, and all the forum trouble here at FreeGamer/FreeGameDev certainly didn't help.
But with the help of Ghoul and qudobup there is now a new and advanced forum (well it still needs a nice non-standard style, but functionality is there).
So go and post some FOSS gaming news in there!

Bloodfrontier Beta2

So what news are there actually? Today a new beta of Bloodfrontier has been released! It is a FPS based on Cube2: Sauerbraten, which tries to do some things a little different while still keeping it a fun FPS.



Changes you can expect include running along walls and kicking of them (Parkour like features seem a bit of a trend in gaming lately... War§ow also has a similar feature), all new secondary fire-modes and a precursor to coop campains amongst the usual new maps and graphical updates.

Tremulous 1.2 gameplay beta

Shocking news! After years of waiting there is some movement on the Tremulous 1.2 front. You can now download and update to your existing 1.1 install with which you can test the new game-play changes of the upcoming 1.2 release (when ever that might arrive).
Changes include mostly balancing fixes and some "rearrangements" in game-play.
Sadly it does not include all the nice graphical updates which have leaked from the dev team now and then.

Some news from the Nexuiz forum


No new release from Nexuiz yet, but some interesting news never the less.
There are some nice upcoming new player models (link1, link2); Something which really is the last graphical department where Nexuiz doesn't shine.
And ODE physics have been implemented into Nexuiz:



Besides these great news, there is a nice modification in the works which adds zombies and spider-bots (awesome combination if you ask me ;) ).
 
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